Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/DamageThresholdTemplates/HumanTemplate.cs
R. Neuser 88f49961d8 OverlayManager refactor and Flash (#1218)
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs

* Add flash icons, sounds

* Progress

* Multiple overlays without enums

* This is probably the worst way to do this IDK

* Remove nullable reference type

* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down

* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out

* Remove unused interface
2020-07-06 23:37:39 +02:00

98 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using JetBrains.Annotations;
namespace Content.Server.GameObjects
{
[UsedImplicitly]
public class Human : DamageTemplates
{
int critvalue = 200;
int normalstates = 6;
//string startsprite = "human0";
public override List<(DamageType, int, ThresholdType)> AllowedStates => new List<(DamageType, int, ThresholdType)>()
{
(DamageType.Total, critvalue-1, ThresholdType.None),
(DamageType.Total, critvalue, ThresholdType.Critical),
(DamageType.Total, 300, ThresholdType.Death),
};
public override List<DamageThreshold> HealthHudThresholds
{
get
{
List<DamageThreshold> thresholds = new List<DamageThreshold>();
thresholds.Add(new DamageThreshold(DamageType.Total, 1, ThresholdType.HUDUpdate));
for (var i = 1; i <= normalstates; i++)
{
thresholds.Add(new DamageThreshold(DamageType.Total, i * critvalue / normalstates, ThresholdType.HUDUpdate));
}
return thresholds; //we don't need to respecify the state damage thresholds since we'll update hud on damage state changes as well
}
}
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _humanStatusImages =
{
"/Textures/Mob/UI/Human/human0.png",
"/Textures/Mob/UI/Human/human1.png",
"/Textures/Mob/UI/Human/human2.png",
"/Textures/Mob/UI/Human/human3.png",
"/Textures/Mob/UI/Human/human4.png",
"/Textures/Mob/UI/Human/human5.png",
"/Textures/Mob/UI/Human/human6-0.png",
"/Textures/Mob/UI/Human/human6-1.png",
"/Textures/Mob/UI/Human/humancrit-0.png",
"/Textures/Mob/UI/Human/humancrit-1.png",
"/Textures/Mob/UI/Human/humandead.png",
};
public override void ChangeHudState(DamageableComponent damage)
{
ThresholdType healthstate = CalculateDamageState(damage);
damage.Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
damage.Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent);
switch (healthstate)
{
case ThresholdType.None:
var totaldamage = damage.CurrentDamage[DamageType.Total];
if (totaldamage > critvalue)
{
throw new InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
}
var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Mob/UI/Human/human" + modifier + ".png");
overlayComponent?.RemoveOverlay(OverlayType.GradientCircleMaskOverlay);
overlayComponent?.RemoveOverlay(OverlayType.CircleMaskOverlay);
return;
case ThresholdType.Critical:
statusEffectsComponent?.ChangeStatusEffectIcon(
StatusEffect.Health,
"/Textures/Mob/UI/Human/humancrit-0.png");
overlayComponent?.ClearOverlays();
overlayComponent?.AddOverlay(OverlayType.GradientCircleMaskOverlay);
return;
case ThresholdType.Death:
statusEffectsComponent?.ChangeStatusEffectIcon(
StatusEffect.Health,
"/Textures/Mob/UI/Human/humandead.png");
overlayComponent?.ClearOverlays();
overlayComponent?.AddOverlay(OverlayType.CircleMaskOverlay);
return;
default:
throw new InvalidOperationException();
}
}
}
}