Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/State/NormalMobState.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

57 lines
1.7 KiB
C#

#nullable enable
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs.State
{
public class NormalMobState : SharedNormalMobState
{
public override void EnterState(IEntity entity)
{
base.EnterState(entity);
EntitySystem.Get<StandingStateSystem>().Standing(entity);
if (entity.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
}
public override void UpdateState(IEntity entity, int threshold)
{
base.UpdateState(entity, threshold);
if (!entity.TryGetComponent(out IDamageableComponent? damageable))
{
return;
}
if (!entity.TryGetComponent(out ServerAlertsComponent? alerts))
{
return;
}
if (!entity.TryGetComponent(out IMobStateComponent? stateComponent))
{
return;
}
short modifier = 0;
if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold))
{
modifier = (short) (damageable.TotalDamage / (earliestThreshold / 7f));
}
alerts.ShowAlert(AlertType.HumanHealth, modifier);
}
}
}