Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/DamageThresholdTemplates/DamageThresholdTemplates.cs
ZelteHonor b2e2aef78d Rider static analysis (#433)
* Non-accessed local variable

* Merge cast and type checks.

* StringComparison.Ordinal added for better culture support

* Supposed code improvement in launcher. Remove unused code.

* Update ExplosionHelper.cs

Unintentional change.

* Optimized Import

* Add Robust.Shared.Utility import where it was deleted

* Other random suggestion

* Improve my comment
2019-11-13 23:37:46 +01:00

65 lines
2.3 KiB
C#

using System.Collections.Generic;
using Content.Shared.GameObjects;
namespace Content.Server.GameObjects
{
/// <summary>
/// Defines the threshold values for each damage state for any kind of species
/// </summary>
public abstract class DamageTemplates
{
public abstract List<DamageThreshold> HealthHudThresholds { get; }
/// <summary>
/// Changes the hud state when a threshold is reached
/// </summary>
/// <param name="damage"></param>
/// <returns></returns>
public abstract void ChangeHudState(DamageableComponent damage);
//public abstract ResistanceSet resistanceset { get; }
/// <summary>
/// Shows allowed states, ordered by priority, closest to last value to have threshold reached is preferred
/// </summary>
public abstract List<(DamageType, int, ThresholdType)> AllowedStates { get; }
/// <summary>
/// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto
/// </summary>
public static Dictionary<ThresholdType, DamageState> StateThresholdMap = new Dictionary<ThresholdType, DamageState>()
{
{ ThresholdType.None, new NormalState() },
{ ThresholdType.Critical, new CriticalState() },
{ ThresholdType.Death, new DeadState() }
};
public List<DamageThreshold> DamageThresholds
{
get
{
List<DamageThreshold> thresholds = new List<DamageThreshold>();
foreach (var element in AllowedStates)
{
thresholds.Add(new DamageThreshold(element.Item1, element.Item2, element.Item3));
}
return thresholds;
}
}
public ThresholdType CalculateDamageState(DamageableComponent damage)
{
ThresholdType healthstate = ThresholdType.None;
foreach(var element in AllowedStates)
{
if(damage.CurrentDamage[element.Item1] >= element.Item2)
{
healthstate = element.Item3;
}
}
return healthstate;
}
}
}