Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/DamageThresholdTemplates/HumanTemplate.cs
2020-06-12 16:22:36 +02:00

95 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using JetBrains.Annotations;
namespace Content.Server.GameObjects
{
[UsedImplicitly]
public class Human : DamageTemplates
{
int critvalue = 200;
int normalstates = 6;
//string startsprite = "human0";
public override List<(DamageType, int, ThresholdType)> AllowedStates => new List<(DamageType, int, ThresholdType)>()
{
(DamageType.Total, critvalue-1, ThresholdType.None),
(DamageType.Total, critvalue, ThresholdType.Critical),
(DamageType.Total, 300, ThresholdType.Death),
};
public override List<DamageThreshold> HealthHudThresholds
{
get
{
List<DamageThreshold> thresholds = new List<DamageThreshold>();
thresholds.Add(new DamageThreshold(DamageType.Total, 1, ThresholdType.HUDUpdate));
for (var i = 1; i <= normalstates; i++)
{
thresholds.Add(new DamageThreshold(DamageType.Total, i * critvalue / normalstates, ThresholdType.HUDUpdate));
}
return thresholds; //we don't need to respecify the state damage thresholds since we'll update hud on damage state changes as well
}
}
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _humanStatusImages =
{
"/Textures/Mob/UI/Human/human0.png",
"/Textures/Mob/UI/Human/human1.png",
"/Textures/Mob/UI/Human/human2.png",
"/Textures/Mob/UI/Human/human3.png",
"/Textures/Mob/UI/Human/human4.png",
"/Textures/Mob/UI/Human/human5.png",
"/Textures/Mob/UI/Human/human6-0.png",
"/Textures/Mob/UI/Human/human6-1.png",
"/Textures/Mob/UI/Human/humancrit-0.png",
"/Textures/Mob/UI/Human/humancrit-1.png",
"/Textures/Mob/UI/Human/humandead.png",
};
public override void ChangeHudState(DamageableComponent damage)
{
ThresholdType healthstate = CalculateDamageState(damage);
damage.Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
damage.Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent);
switch (healthstate)
{
case ThresholdType.None:
var totaldamage = damage.CurrentDamage[DamageType.Total];
if (totaldamage > critvalue)
{
throw new InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
}
var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Mob/UI/Human/human" + modifier + ".png");
overlayComponent?.ChangeOverlay(ScreenEffects.None);
return;
case ThresholdType.Critical:
statusEffectsComponent?.ChangeStatusEffectIcon(
StatusEffect.Health,
"/Textures/Mob/UI/Human/humancrit-0.png");
overlayComponent?.ChangeOverlay(ScreenEffects.GradientCircleMask);
return;
case ThresholdType.Death:
statusEffectsComponent?.ChangeStatusEffectIcon(
StatusEffect.Health,
"/Textures/Mob/UI/Human/humandead.png");
overlayComponent?.ChangeOverlay(ScreenEffects.CircleMask);
return;
default:
throw new InvalidOperationException();
}
}
}
}