Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/SpeciesComponent.cs
Víctor Aguilera Puerto 70c41f63b0 Adds InRangeUnobstructed method to InteractionSystem (#698)
* You cannot pickup items across walls, or pickup items when dead/in crit.

* Adds InRangeUnobstructed method to InteractionSystem.
Changes HandsSystem and ItemComponent to use it.
2020-02-16 23:04:06 +01:00

213 lines
6.9 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Server.GameObjects;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects
{
[RegisterComponent]
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct
{
/// <summary>
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
/// </summary>
public IDamageState CurrentDamageState { get; private set; } = new NormalState();
/// <summary>
/// Damage state enum for current health, set only via change damage state //TODO: SETTER
/// </summary>
private ThresholdType currentstate = ThresholdType.None;
/// <summary>
/// Holds the damage template which controls the threshold and resistance settings for this species type
/// </summary>
public DamageTemplates DamageTemplate { get; private set; }
/// <summary>
/// Variable for serialization
/// </summary>
private string templatename;
private int _heatResistance;
public int HeatResistance => _heatResistance;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref templatename, "Template", "Human");
var type = typeof(SpeciesComponent).Assembly.GetType("Content.Server.GameObjects." + templatename);
DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323);
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
IComponent component = null)
{
switch (message)
{
case PlayerAttachedMsg _:
if (CanReceiveStatusEffect(Owner)) {
DamageableComponent damage = Owner.GetComponent<DamageableComponent>();
DamageTemplate.ChangeHudState(damage);
}
break;
case PlayerDetachedMsg _:
break;
}
}
public override void OnRemove()
{
base.OnRemove();
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
statusEffectsComponent?.RemoveStatus(StatusEffect.Health);
Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent);
overlayEffectsComponent?.ChangeOverlay(ScreenEffects.None);
}
bool IActionBlocker.CanMove()
{
return CurrentDamageState.CanMove();
}
bool IActionBlocker.CanInteract()
{
return CurrentDamageState.CanInteract();
}
bool IActionBlocker.CanUse()
{
return CurrentDamageState.CanUse();
}
bool IActionBlocker.CanThrow()
{
return CurrentDamageState.CanThrow();
}
bool IActionBlocker.CanSpeak()
{
return CurrentDamageState.CanSpeak();
}
bool IActionBlocker.CanDrop()
{
return CurrentDamageState.CanDrop();
}
bool IActionBlocker.CanPickup()
{
return CurrentDamageState.CanPickup();
}
bool IActionBlocker.CanEmote()
{
return CurrentDamageState.CanEmote();
}
List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
{
var thresholdlist = DamageTemplate.DamageThresholds;
thresholdlist.AddRange(DamageTemplate.HealthHudThresholds);
return thresholdlist;
}
void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
{
DamageableComponent damage = (DamageableComponent) damageable;
if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
{
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
}
//specifies if we have a client to update the hud for
if (CanReceiveStatusEffect(Owner))
{
DamageTemplate.ChangeHudState(damage);
}
}
private bool CanReceiveStatusEffect(IEntity user)
{
if (!user.HasComponent<ServerStatusEffectsComponent>() &&
!user.HasComponent<ServerOverlayEffectsComponent>())
{
return false;
}
if (user.HasComponent<DamageableComponent>())
{
return true;
}
return false;
}
private void ChangeDamageState(ThresholdType threshold)
{
if (threshold == currentstate)
{
return;
}
CurrentDamageState.ExitState(Owner);
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
CurrentDamageState.EnterState(Owner);
currentstate = threshold;
Owner.RaiseEvent(new MobDamageStateChangedMessage(this));
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
var burnDamage = 0;
var bruteDamage = 0;
switch(eventArgs.Severity)
{
case ExplosionSeverity.Destruction:
bruteDamage += 250;
burnDamage += 250;
break;
case ExplosionSeverity.Heavy:
bruteDamage += 60;
burnDamage += 60;
break;
case ExplosionSeverity.Light:
bruteDamage += 30;
break;
}
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Brute, bruteDamage, eventArgs.Source);
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, eventArgs.Source);
}
}
/// <summary>
/// Fired when <see cref="SpeciesComponent.CurrentDamageState"/> changes.
/// </summary>
public sealed class MobDamageStateChangedMessage : EntitySystemMessage
{
public MobDamageStateChangedMessage(SpeciesComponent species)
{
Species = species;
}
/// <summary>
/// The species component that was changed.
/// </summary>
public SpeciesComponent Species { get; }
}
}