* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
57 lines
1.7 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|