Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/DamageableComponent.cs
Víctor Aguilera Puerto 934f6fb7e2 Add OnDamaged method to IOnDamageBehavior (#685)
* Add OnDamaged method to IOnDamageBehavior

* Adds Source, SourceMob to OnDamage.
2020-02-13 15:57:40 +01:00

196 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects
{
//TODO: add support for component add/remove
/// <summary>
/// A component that handles receiving damage and healing,
/// as well as informing other components of it.
/// </summary>
[RegisterComponent]
public class DamageableComponent : SharedDamageableComponent, IDamageableComponent
{
/// <inheritdoc />
public override string Name => "Damageable";
/// <summary>
/// The resistance set of this object.
/// Affects receiving damage of various types.
/// </summary>
[ViewVariables]
public ResistanceSet Resistances { get; private set; }
[ViewVariables]
public IReadOnlyDictionary<DamageType, int> CurrentDamage => _currentDamage;
private Dictionary<DamageType, int> _currentDamage = new Dictionary<DamageType, int>();
Dictionary<DamageType, List<DamageThreshold>> Thresholds = new Dictionary<DamageType, List<DamageThreshold>>();
public event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
public event EventHandler<DamageEventArgs> Damaged;
public override ComponentState GetComponentState()
{
return new DamageComponentState(_currentDamage);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// TODO: Writing.
serializer.DataReadFunction("resistanceset", "honk", name =>
{
Resistances = ResistanceSet.GetResistanceSet(name);
});
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
InitializeDamageType(DamageType.Total);
foreach (var damagebehavior in Owner.GetAllComponents<IOnDamageBehavior>())
{
AddThresholdsFrom(damagebehavior);
Damaged += damagebehavior.OnDamaged;
}
RecalculateComponentThresholds();
}
/// <inheritdoc />
public void TakeDamage(DamageType damageType, int amount, IEntity source = null, IEntity sourceMob = null)
{
if (damageType == DamageType.Total)
{
throw new ArgumentException("Cannot take damage for DamageType.Total");
}
InitializeDamageType(damageType);
int oldValue = _currentDamage[damageType];
int oldTotalValue = -1;
if (amount == 0)
{
return;
}
amount = Resistances.CalculateDamage(damageType, amount);
_currentDamage[damageType] = Math.Max(0, _currentDamage[damageType] + amount);
UpdateForDamageType(damageType, oldValue);
Damaged?.Invoke(this, new DamageEventArgs(damageType, amount, source, sourceMob));
if (Resistances.AppliesToTotal(damageType))
{
oldTotalValue = _currentDamage[DamageType.Total];
_currentDamage[DamageType.Total] = Math.Max(0, _currentDamage[DamageType.Total] + amount);
UpdateForDamageType(DamageType.Total, oldTotalValue);
}
}
/// <inheritdoc />
public void TakeHealing(DamageType damageType, int amount, IEntity source = null, IEntity sourceMob = null)
{
if (damageType == DamageType.Total)
{
throw new ArgumentException("Cannot heal for DamageType.Total");
}
TakeDamage(damageType, -amount, source, sourceMob);
}
public void HealAllDamage()
{
var values = Enum.GetValues(typeof(DamageType)).Cast<DamageType>();
foreach (var damageType in values)
{
if (CurrentDamage.ContainsKey(damageType) && damageType != DamageType.Total)
{
TakeHealing(damageType, CurrentDamage[damageType]);
}
}
}
void UpdateForDamageType(DamageType damageType, int oldValue)
{
int change = _currentDamage[damageType] - oldValue;
if (change == 0)
{
return;
}
int changeSign = Math.Sign(change);
foreach (var threshold in Thresholds[damageType])
{
var value = threshold.Value;
if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (_currentDamage[damageType] * changeSign)))
{
var excessDamage = change - value;
var typeOfDamage = damageType;
if (change - value < 0)
{
excessDamage = 0;
}
var args = new DamageThresholdPassedEventArgs(threshold, (changeSign > 0), excessDamage);
DamageThresholdPassed?.Invoke(this, args);
}
}
}
void RecalculateComponentThresholds()
{
foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetAllComponents<IOnDamageBehavior>())
{
AddThresholdsFrom(onDamageBehaviorComponent);
}
}
void AddThresholdsFrom(IOnDamageBehavior onDamageBehavior)
{
if (onDamageBehavior == null)
{
throw new ArgumentNullException(nameof(onDamageBehavior));
}
List<DamageThreshold> thresholds = onDamageBehavior.GetAllDamageThresholds();
if (thresholds == null)
return;
foreach (DamageThreshold threshold in thresholds)
{
if (!Thresholds[threshold.DamageType].Contains(threshold))
{
Thresholds[threshold.DamageType].Add(threshold);
}
}
DamageThresholdPassed += onDamageBehavior.OnDamageThresholdPassed;
}
void InitializeDamageType(DamageType damageType)
{
if (!_currentDamage.ContainsKey(damageType))
{
_currentDamage.Add(damageType, 0);
Thresholds.Add(damageType, new List<DamageThreshold>());
}
}
}
}