* Add rejuvenate command Takes one or more entity uids as input. Attempts to find a DamageableComponent on that mob and heal all damage on it. * Add rejuvenate to right click menu * Update engine submodule * Make suggested changes - Remove redundant error checks in rejuvenate console command, add in relevant ones along with shell messages so the user knows what's going on. - Remove localization of group check on rejuvenate verb, since the translated version wouldn't be in groups.yml this would've broken the verb in other locales. - Have the rejuvenate verb attempt to heal the user by default if no arguments were provided to it. * More localization + help message formatting improvement * Add more suggested changes
225 lines
7.6 KiB
C#
225 lines
7.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Server.Console;
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namespace Content.Server.GameObjects
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{
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//TODO: add support for component add/remove
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/// <summary>
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/// A component that handles receiving damage and healing,
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/// as well as informing other components of it.
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/// </summary>
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[RegisterComponent]
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public class DamageableComponent : SharedDamageableComponent, IDamageableComponent
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{
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/// <inheritdoc />
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public override string Name => "Damageable";
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/// <summary>
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/// The resistance set of this object.
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/// Affects receiving damage of various types.
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/// </summary>
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[ViewVariables]
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public ResistanceSet Resistances { get; private set; }
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[ViewVariables]
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public IReadOnlyDictionary<DamageType, int> CurrentDamage => _currentDamage;
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private Dictionary<DamageType, int> _currentDamage = new Dictionary<DamageType, int>();
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Dictionary<DamageType, List<DamageThreshold>> Thresholds = new Dictionary<DamageType, List<DamageThreshold>>();
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public event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
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public override ComponentState GetComponentState()
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{
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return new DamageComponentState(_currentDamage);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO: Writing.
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serializer.DataReadFunction("resistanceset", "honk", name =>
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{
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Resistances = ResistanceSet.GetResistanceSet(name);
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});
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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InitializeDamageType(DamageType.Total);
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foreach (var damagebehavior in Owner.GetAllComponents<IOnDamageBehavior>())
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{
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AddThresholdsFrom(damagebehavior);
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}
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RecalculateComponentThresholds();
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}
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/// <inheritdoc />
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public void TakeDamage(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot take damage for DamageType.Total");
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}
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InitializeDamageType(damageType);
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int oldValue = _currentDamage[damageType];
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int oldTotalValue = -1;
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if (amount == 0)
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{
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return;
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}
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amount = Resistances.CalculateDamage(damageType, amount);
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_currentDamage[damageType] = Math.Max(0, _currentDamage[damageType] + amount);
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UpdateForDamageType(damageType, oldValue);
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if (Resistances.AppliesToTotal(damageType))
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{
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oldTotalValue = _currentDamage[DamageType.Total];
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_currentDamage[DamageType.Total] = Math.Max(0, _currentDamage[DamageType.Total] + amount);
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UpdateForDamageType(DamageType.Total, oldTotalValue);
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}
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}
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/// <inheritdoc />
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public void TakeHealing(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot heal for DamageType.Total");
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}
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TakeDamage(damageType, -amount);
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}
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public void HealAllDamage()
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{
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var values = Enum.GetValues(typeof(DamageType)).Cast<DamageType>();
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foreach (var damageType in values)
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{
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if (CurrentDamage.ContainsKey(damageType) && damageType != DamageType.Total)
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{
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TakeHealing(damageType, CurrentDamage[damageType]);
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}
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}
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}
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void UpdateForDamageType(DamageType damageType, int oldValue)
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{
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int change = _currentDamage[damageType] - oldValue;
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if (change == 0)
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{
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return;
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}
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int changeSign = Math.Sign(change);
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foreach (var threshold in Thresholds[damageType])
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{
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var value = threshold.Value;
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if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (_currentDamage[damageType] * changeSign)))
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{
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var excessDamage = change - value;
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var typeOfDamage = damageType;
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if (change - value < 0)
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{
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excessDamage = 0;
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}
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var args = new DamageThresholdPassedEventArgs(threshold, (changeSign > 0), excessDamage);
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DamageThresholdPassed?.Invoke(this, args);
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}
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}
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}
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void RecalculateComponentThresholds()
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{
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foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetAllComponents<IOnDamageBehavior>())
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{
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AddThresholdsFrom(onDamageBehaviorComponent);
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}
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}
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void AddThresholdsFrom(IOnDamageBehavior onDamageBehavior)
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{
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if (onDamageBehavior == null)
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{
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throw new ArgumentNullException(nameof(onDamageBehavior));
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}
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List<DamageThreshold> thresholds = onDamageBehavior.GetAllDamageThresholds();
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foreach (DamageThreshold threshold in thresholds)
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{
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if (!Thresholds[threshold.DamageType].Contains(threshold))
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{
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Thresholds[threshold.DamageType].Add(threshold);
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}
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}
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DamageThresholdPassed += onDamageBehavior.OnDamageThresholdPassed;
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}
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void InitializeDamageType(DamageType damageType)
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{
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if (!_currentDamage.ContainsKey(damageType))
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{
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_currentDamage.Add(damageType, 0);
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Thresholds.Add(damageType, new List<DamageThreshold>());
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}
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}
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/// <summary>
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/// Completely removes all damage from the DamageableComponent (heals the mob).
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/// </summary>
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[Verb]
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private sealed class RejuvenateVerb : Verb<DamageableComponent>
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{
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protected override string GetText(IEntity user, DamageableComponent component) => "Rejuvenate";
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protected override VerbVisibility GetVisibility(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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return VerbVisibility.Visible;
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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component.HealAllDamage();
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}
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}
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}
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}
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}
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