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