Files
tbd-station-14/Content.Shared/MobState/Components/MobStateComponent.cs
metalgearsloth 7fe7c46373 Deprecate IActionBlocker ChangeDirectionAttempt (#4851)
* Deprecate IActionBlocker ChangeDirectionAttempt

* Woops
2021-10-13 13:14:30 +11:00

384 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.MobState.State;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.MobState.Components
{
/// <summary>
/// When attached to an <see cref="DamageableComponent"/>,
/// this component will handle critical and death behaviors for mobs.
/// Additionally, it handles sending effects to clients
/// (such as blur effect for unconsciousness) and managing the health HUD.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobStateComponent))]
[NetworkedComponent()]
public class MobStateComponent : Component, IMobStateComponent, IActionBlocker
{
public override string Name => "MobState";
/// <summary>
/// States that this <see cref="MobStateComponent"/> mapped to
/// the amount of damage at which they are triggered.
/// A threshold is reached when the total damage of an entity is equal
/// to or higher than the int key, but lower than the next threshold.
/// Ordered from lowest to highest.
/// </summary>
[ViewVariables]
[DataField("thresholds")]
private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = new();
// TODO Remove Nullability?
[ViewVariables]
public IMobState? CurrentState { get; private set; }
[ViewVariables]
public int? CurrentThreshold { get; private set; }
public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
protected override void Startup()
{
base.Startup();
if (CurrentState != null && CurrentThreshold != null)
{
// Initialize with given states
SetMobState(null, (CurrentState, CurrentThreshold.Value));
}
else
{
// Initialize with some amount of damage, defaulting to 0.
UpdateState(Owner.GetComponentOrNull<DamageableComponent>()?.TotalDamage ?? 0);
}
}
protected override void OnRemove()
{
if (Owner.TryGetComponent(out SharedAlertsComponent? status))
{
status.ClearAlert(AlertType.HumanHealth);
}
base.OnRemove();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new MobStateComponentState(CurrentThreshold);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not MobStateComponentState state)
{
return;
}
if (CurrentThreshold == state.CurrentThreshold)
{
return;
}
if (state.CurrentThreshold == null)
{
RemoveState();
}
else
{
UpdateState(state.CurrentThreshold.Value);
}
}
public bool IsAlive()
{
return CurrentState?.IsAlive() ?? false;
}
public bool IsCritical()
{
return CurrentState?.IsCritical() ?? false;
}
public bool IsDead()
{
return CurrentState?.IsDead() ?? false;
}
public bool IsIncapacitated()
{
return CurrentState?.IsIncapacitated() ?? false;
}
public (IMobState state, int threshold)? GetState(int damage)
{
foreach (var (threshold, state) in _highestToLowestStates)
{
if (damage >= threshold)
{
return (state, threshold);
}
}
return null;
}
public bool TryGetState(
int damage,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
var highestState = GetState(damage);
if (highestState == null)
{
state = default;
threshold = default;
return false;
}
(state, threshold) = highestState.Value;
return true;
}
private (IMobState state, int threshold)? GetEarliestState(int minimumDamage, Predicate<IMobState> predicate)
{
foreach (var (threshold, state) in _lowestToHighestStates)
{
if (threshold < minimumDamage ||
!predicate(state))
{
continue;
}
return (state, threshold);
}
return null;
}
private (IMobState state, int threshold)? GetPreviousState(int maximumDamage, Predicate<IMobState> predicate)
{
foreach (var (threshold, state) in _highestToLowestStates)
{
if (threshold > maximumDamage ||
!predicate(state))
{
continue;
}
return (state, threshold);
}
return null;
}
public (IMobState state, int threshold)? GetEarliestCriticalState(int minimumDamage)
{
return GetEarliestState(minimumDamage, s => s.IsCritical());
}
public (IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage)
{
return GetEarliestState(minimumDamage, s => s.IsIncapacitated());
}
public (IMobState state, int threshold)? GetEarliestDeadState(int minimumDamage)
{
return GetEarliestState(minimumDamage, s => s.IsDead());
}
public (IMobState state, int threshold)? GetPreviousCriticalState(int minimumDamage)
{
return GetPreviousState(minimumDamage, s => s.IsCritical());
}
private bool TryGetState(
(IMobState state, int threshold)? tuple,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
if (tuple == null)
{
state = default;
threshold = default;
return false;
}
(state, threshold) = tuple.Value;
return true;
}
public bool TryGetEarliestCriticalState(
int minimumDamage,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
var earliestState = GetEarliestCriticalState(minimumDamage);
return TryGetState(earliestState, out state, out threshold);
}
public bool TryGetEarliestIncapacitatedState(
int minimumDamage,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
var earliestState = GetEarliestIncapacitatedState(minimumDamage);
return TryGetState(earliestState, out state, out threshold);
}
public bool TryGetEarliestDeadState(
int minimumDamage,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
var earliestState = GetEarliestDeadState(minimumDamage);
return TryGetState(earliestState, out state, out threshold);
}
public bool TryGetPreviousCriticalState(
int maximumDamage,
[NotNullWhen(true)] out IMobState? state,
out int threshold)
{
var earliestState = GetPreviousCriticalState(maximumDamage);
return TryGetState(earliestState, out state, out threshold);
}
private void RemoveState()
{
var old = CurrentState;
CurrentState = null;
CurrentThreshold = null;
SetMobState(old, null);
}
/// <summary>
/// Updates the mob state..
/// </summary>
public void UpdateState(int damage)
{
if (!TryGetState(damage, out var newState, out var threshold))
{
return;
}
SetMobState(CurrentState, (newState, threshold));
}
/// <summary>
/// Sets the mob state and marks the component as dirty.
/// </summary>
private void SetMobState(IMobState? old, (IMobState state, int threshold)? current)
{
if (!current.HasValue)
{
old?.ExitState(Owner);
return;
}
var (state, threshold) = current.Value;
CurrentThreshold = threshold;
if (state == old)
{
state.UpdateState(Owner, threshold);
return;
}
old?.ExitState(Owner);
CurrentState = state;
state.EnterState(Owner);
state.UpdateState(Owner, threshold);
var message = new MobStateChangedMessage(this, old, state);
SendMessage(message);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
Dirty();
}
bool IActionBlocker.CanInteract()
{
return CurrentState?.CanInteract() ?? true;
}
bool IActionBlocker.CanUse()
{
return CurrentState?.CanUse() ?? true;
}
bool IActionBlocker.CanThrow()
{
return CurrentState?.CanThrow() ?? true;
}
bool IActionBlocker.CanSpeak()
{
return CurrentState?.CanSpeak() ?? true;
}
bool IActionBlocker.CanDrop()
{
return CurrentState?.CanDrop() ?? true;
}
bool IActionBlocker.CanPickup()
{
return CurrentState?.CanPickup() ?? true;
}
bool IActionBlocker.CanEmote()
{
return CurrentState?.CanEmote() ?? true;
}
bool IActionBlocker.CanAttack()
{
return CurrentState?.CanAttack() ?? true;
}
bool IActionBlocker.CanEquip()
{
return CurrentState?.CanEquip() ?? true;
}
bool IActionBlocker.CanUnequip()
{
return CurrentState?.CanUnequip() ?? true;
}
}
[Serializable, NetSerializable]
public class MobStateComponentState : ComponentState
{
public readonly int? CurrentThreshold;
public MobStateComponentState(int? currentThreshold)
{
CurrentThreshold = currentThreshold;
}
}
}