* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
407 lines
11 KiB
C#
407 lines
11 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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/// <summary>
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/// When attached to an <see cref="IDamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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public abstract class SharedMobStateComponent : Component, IMobStateComponent, IActionBlocker
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{
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public override string Name => "MobState";
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public override uint? NetID => ContentNetIDs.MOB_STATE;
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/// <summary>
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/// States that this <see cref="SharedMobStateComponent"/> mapped to
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/// the amount of damage at which they are triggered.
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/// A threshold is reached when the total damage of an entity is equal
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/// to or higher than the int key, but lower than the next threshold.
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/// Ordered from lowest to highest.
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/// </summary>
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[ViewVariables]
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[DataField("thresholds")]
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private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = default!;
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// TODO Remove Nullability?
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[ViewVariables]
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public IMobState? CurrentState { get; private set; }
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[ViewVariables]
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public int? CurrentThreshold { get; private set; }
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public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
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protected override void Startup()
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{
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base.Startup();
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if (CurrentState != null && CurrentThreshold != null)
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{
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UpdateState(null, (CurrentState, CurrentThreshold.Value));
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}
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}
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public override void OnRemove()
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{
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if (Owner.TryGetComponent(out SharedAlertsComponent? status))
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{
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status.ClearAlert(AlertType.HumanHealth);
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}
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base.OnRemove();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new MobStateComponentState(CurrentThreshold);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not MobStateComponentState state)
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{
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return;
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}
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if (CurrentThreshold == state.CurrentThreshold)
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{
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return;
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}
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if (state.CurrentThreshold == null)
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{
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RemoveState(true);
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}
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else
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{
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UpdateState(state.CurrentThreshold.Value, true);
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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if (msg.Damageable.Owner != Owner)
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{
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break;
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}
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UpdateState(msg.Damageable.TotalDamage);
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break;
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}
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}
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public bool IsAlive()
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{
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return CurrentState?.IsAlive() ?? false;
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}
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public bool IsCritical()
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{
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return CurrentState?.IsCritical() ?? false;
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}
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public bool IsDead()
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{
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return CurrentState?.IsDead() ?? false;
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}
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public bool IsIncapacitated()
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{
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return CurrentState?.IsIncapacitated() ?? false;
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}
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public (IMobState state, int threshold)? GetState(int damage)
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{
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foreach (var (threshold, state) in _lowestToHighestStates.Reverse())
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{
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if (damage >= threshold)
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{
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return (state, threshold);
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}
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}
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return null;
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}
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public bool TryGetState(
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int damage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var highestState = GetState(damage);
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if (highestState == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = highestState.Value;
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return true;
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}
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private (IMobState state, int threshold)? GetEarliestState(int minimumDamage, Predicate<IMobState> predicate)
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{
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foreach (var (threshold, state) in _lowestToHighestStates)
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{
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if (threshold < minimumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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private (IMobState state, int threshold)? GetPreviousState(int maximumDamage, Predicate<IMobState> predicate)
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{
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foreach (var (threshold, state) in _highestToLowestStates)
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{
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if (threshold > maximumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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public (IMobState state, int threshold)? GetEarliestCriticalState(int minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsCritical());
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}
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public (IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsIncapacitated());
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}
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public (IMobState state, int threshold)? GetEarliestDeadState(int minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsDead());
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}
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public (IMobState state, int threshold)? GetPreviousCriticalState(int minimumDamage)
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{
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return GetPreviousState(minimumDamage, s => s.IsCritical());
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}
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private bool TryGetState(
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(IMobState state, int threshold)? tuple,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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if (tuple == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = tuple.Value;
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return true;
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}
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public bool TryGetEarliestCriticalState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var earliestState = GetEarliestCriticalState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestIncapacitatedState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var earliestState = GetEarliestIncapacitatedState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestDeadState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var earliestState = GetEarliestDeadState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetPreviousCriticalState(
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int maximumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var earliestState = GetPreviousCriticalState(maximumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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private void RemoveState(bool syncing = false)
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{
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var old = CurrentState;
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CurrentState = null;
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CurrentThreshold = null;
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UpdateState(old, null);
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if (!syncing)
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{
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Dirty();
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}
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}
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public void UpdateState(int damage, bool syncing = false)
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{
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if (!TryGetState(damage, out var newState, out var threshold))
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{
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return;
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}
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UpdateState(CurrentState, (newState, threshold));
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if (!syncing)
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{
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Dirty();
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}
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}
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private void UpdateState(IMobState? old, (IMobState state, int threshold)? current)
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{
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if (!current.HasValue)
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{
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old?.ExitState(Owner);
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return;
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}
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var (state, threshold) = current.Value;
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CurrentThreshold = threshold;
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if (state == old)
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{
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state.UpdateState(Owner, threshold);
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return;
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}
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old?.ExitState(Owner);
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CurrentState = state;
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state.EnterState(Owner);
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state.UpdateState(Owner, threshold);
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var message = new MobStateChangedMessage(this, old, state);
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SendMessage(message);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentState?.CanInteract() ?? true;
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentState?.CanMove() ?? true;
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentState?.CanUse() ?? true;
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentState?.CanThrow() ?? true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentState?.CanSpeak() ?? true;
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentState?.CanDrop() ?? true;
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentState?.CanPickup() ?? true;
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentState?.CanEmote() ?? true;
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentState?.CanAttack() ?? true;
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentState?.CanEquip() ?? true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentState?.CanUnequip() ?? true;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentState?.CanChangeDirection() ?? true;
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}
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}
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[Serializable, NetSerializable]
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public class MobStateComponentState : ComponentState
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{
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public readonly int? CurrentThreshold;
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public MobStateComponentState(int? currentThreshold) : base(ContentNetIDs.MOB_STATE)
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{
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CurrentThreshold = currentThreshold;
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}
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}
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}
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