248 lines
7.8 KiB
C#
248 lines
7.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Observer;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct, IRelayMoveInput
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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 IDamageState 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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public DamageTemplates DamageTemplate { get; private set; }
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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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private int _heatResistance;
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public int HeatResistance => _heatResistance;
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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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var type = typeof(SpeciesComponent).Assembly.GetType("Content.Server.GameObjects." + templatename);
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DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
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serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323);
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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 PlayerAttachedMsg _:
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if (CanReceiveStatusEffect(Owner)) {
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DamageableComponent damage = Owner.GetComponent<DamageableComponent>();
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DamageTemplate.ChangeHudState(damage);
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}
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break;
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case PlayerDetachedMsg _:
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break;
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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statusEffectsComponent?.RemoveStatusEffect(StatusEffect.Health);
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Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent);
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overlayEffectsComponent?.ChangeOverlay(ScreenEffects.None);
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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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bool IActionBlocker.CanThrow()
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{
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return CurrentDamageState.CanThrow();
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentDamageState.CanSpeak();
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentDamageState.CanDrop();
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentDamageState.CanPickup();
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentDamageState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentDamageState.CanAttack();
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentDamageState.CanEquip();
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentDamageState.CanUnequip();
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentDamageState.CanChangeDirection();
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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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//specifies if we have a client to update the hud for
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if (CanReceiveStatusEffect(Owner))
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{
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DamageTemplate.ChangeHudState(damage);
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}
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}
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private bool CanReceiveStatusEffect(IEntity user)
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{
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if (!user.HasComponent<ServerStatusEffectsComponent>() &&
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!user.HasComponent<ServerOverlayEffectsComponent>())
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{
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return false;
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}
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if (user.HasComponent<DamageableComponent>())
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{
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return true;
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}
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return false;
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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);
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CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
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CurrentDamageState.EnterState(Owner);
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currentstate = threshold;
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var toRaise = new MobDamageStateChangedMessage(this);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, toRaise);
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}
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var burnDamage = 0;
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var bruteDamage = 0;
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switch(eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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bruteDamage += 250;
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burnDamage += 250;
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break;
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case ExplosionSeverity.Heavy:
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bruteDamage += 60;
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burnDamage += 60;
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break;
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case ExplosionSeverity.Light:
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bruteDamage += 30;
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break;
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}
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Brute, bruteDamage, null);
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
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}
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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if (CurrentDamageState is DeadState)
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{
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new Ghost().Execute(null, (IPlayerSession) session, null);
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}
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}
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}
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/// <summary>
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/// Fired when <see cref="SpeciesComponent.CurrentDamageState"/> changes.
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/// </summary>
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public sealed class MobDamageStateChangedMessage : EntitySystemMessage
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{
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public MobDamageStateChangedMessage(SpeciesComponent species)
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{
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Species = species;
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}
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/// <summary>
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/// The species component that was changed.
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/// </summary>
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public SpeciesComponent Species { get; }
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}
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}
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