~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~ - Blocks character movement in crit/death - rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead resolves #145 resolves #158 related to #115
119 lines
4.0 KiB
C#
119 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.Mobs;
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using SS14.Server.GameObjects;
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using SS14.Shared.ContentPack;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
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{
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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/// </summary>
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public DamageState CurrentDamageState { get; private set; } = new NormalState();
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/// <summary>
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/// Damage state enum for current health, set only via change damage state //TODO: SETTER
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/// </summary>
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private ThresholdType currentstate = ThresholdType.None;
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/// <summary>
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/// Holds the damage template which controls the threshold and resistance settings for this species type
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/// </summary>
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private DamageTemplates DamageTemplate;
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AppearanceComponent Appearance;
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/// <summary>
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/// Variable for serialization
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/// </summary>
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private string templatename;
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public override void Initialize()
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{
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base.Initialize();
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Appearance = Owner.GetComponent<AppearanceComponent>();
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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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serializer.DataField(ref templatename, "Template", "Human");
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Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server").GetType("Content.Server.GameObjects." + templatename);
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DamageTemplate = (DamageTemplates)Activator.CreateInstance(type);
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case PlayerAttachedMsg _:
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var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent<DamageableComponent>());
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SendNetworkMessage(hudstatechange);
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break;
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}
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentDamageState.CanMove();
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentDamageState.CanInteract();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentDamageState.CanUse();
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}
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List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
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{
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var thresholdlist = DamageTemplate.DamageThresholds;
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thresholdlist.AddRange(DamageTemplate.HealthHudThresholds);
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return thresholdlist;
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}
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void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
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{
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DamageableComponent damage = (DamageableComponent)damageable;
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if(e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
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{
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ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
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}
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if (Owner.TryGetComponent(out BasicActorComponent actor)) //specifies if we have a client to update the hud for
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{
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var hudstatechange = DamageTemplate.ChangeHudState(damage);
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SendNetworkMessage(hudstatechange);
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}
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}
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private void ChangeDamageState(ThresholdType threshold)
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{
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if(threshold == currentstate)
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{
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return;
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}
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CurrentDamageState.ExitState(Owner, Appearance);
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CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
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CurrentDamageState.EnterState(Owner, Appearance);
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currentstate = threshold;
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}
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}
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}
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