Files
tbd-station-14/Content.Server/GameObjects/Components/WindowComponent.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

97 lines
3.5 KiB
C#

#nullable enable
using System;
using Content.Server.Utility;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedWindowComponent))]
public class WindowComponent : SharedWindowComponent, IExamine, IInteractHand
{
private int _maxDamage;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _maxDamage, "maxDamage", 100);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case DamageChangedMessage msg:
{
var current = msg.Damageable.TotalDamage;
UpdateVisuals(current);
break;
}
}
}
private void UpdateVisuals(int currentDamage)
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(WindowVisuals.Damage, (float) currentDamage / _maxDamage);
}
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
var damage = Owner.GetComponentOrNull<IDamageableComponent>()?.TotalDamage;
if (damage == null) return;
var fraction = ((damage == 0 || _maxDamage == 0)
? 0f
: (float) damage / _maxDamage);
var level = Math.Min(ContentHelpers.RoundToLevels(fraction, 1, 7), 5);
switch (level)
{
case 0:
message.AddText(Loc.GetString("It looks fully intact."));
break;
case 1:
message.AddText(Loc.GetString("It has a few scratches."));
break;
case 2:
message.AddText(Loc.GetString("It has a few small cracks."));
break;
case 3:
message.AddText(Loc.GetString("It has several big cracks running along its surface."));
break;
case 4:
message.AddText(Loc.GetString("It has deep cracks across multiple layers."));
break;
case 5:
message.AddText(Loc.GetString("It is extremely badly cracked and on the verge of shattering."));
break;
}
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
EntitySystem.Get<AudioSystem>()
.PlayAtCoords("/Audio/Effects/glass_knock.ogg", eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
eventArgs.Target.PopupMessageEveryone(Loc.GetString("*knock knock*"));
return true;
}
}
}