114 lines
3.8 KiB
C#
114 lines
3.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Server.Interfaces;
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using SS14.Server.GameObjects;
|
|
using SS14.Shared.ContentPack;
|
|
using SS14.Shared.GameObjects;
|
|
using SS14.Shared.Interfaces.GameObjects;
|
|
using SS14.Shared.Interfaces.Network;
|
|
using SS14.Shared.Serialization;
|
|
|
|
namespace Content.Server.GameObjects
|
|
{
|
|
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
|
|
{
|
|
/// <summary>
|
|
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
|
|
/// </summary>
|
|
public DamageState CurrentDamageState { get; private set; } = new NormalState();
|
|
|
|
/// <summary>
|
|
/// Damage state enum for current health, set only via change damage state //TODO: SETTER
|
|
/// </summary>
|
|
private ThresholdType currentstate = ThresholdType.None;
|
|
|
|
/// <summary>
|
|
/// Holds the damage template which controls the threshold and resistance settings for this species type
|
|
/// </summary>
|
|
private DamageTemplates DamageTemplate;
|
|
|
|
/// <summary>
|
|
/// Variable for serialization
|
|
/// </summary>
|
|
private string templatename;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref templatename, "Template", "Human");
|
|
|
|
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server")
|
|
.GetType("Content.Server.GameObjects." + templatename);
|
|
DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
|
|
}
|
|
|
|
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
|
|
IComponent component = null)
|
|
{
|
|
switch (message)
|
|
{
|
|
case PlayerAttachedMsg _:
|
|
var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent<DamageableComponent>());
|
|
SendNetworkMessage(hudstatechange);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool IActionBlocker.CanMove()
|
|
{
|
|
return CurrentDamageState.CanMove();
|
|
}
|
|
|
|
bool IActionBlocker.CanInteract()
|
|
{
|
|
return CurrentDamageState.CanInteract();
|
|
}
|
|
|
|
bool IActionBlocker.CanUse()
|
|
{
|
|
return CurrentDamageState.CanUse();
|
|
}
|
|
|
|
List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
|
|
{
|
|
var thresholdlist = DamageTemplate.DamageThresholds;
|
|
thresholdlist.AddRange(DamageTemplate.HealthHudThresholds);
|
|
return thresholdlist;
|
|
}
|
|
|
|
void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
|
|
{
|
|
DamageableComponent damage = (DamageableComponent) damageable;
|
|
|
|
if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
|
|
{
|
|
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
|
|
}
|
|
|
|
if (Owner.TryGetComponent(out BasicActorComponent actor)
|
|
) //specifies if we have a client to update the hud for
|
|
{
|
|
var hudstatechange = DamageTemplate.ChangeHudState(damage);
|
|
SendNetworkMessage(hudstatechange);
|
|
}
|
|
}
|
|
|
|
private void ChangeDamageState(ThresholdType threshold)
|
|
{
|
|
if (threshold == currentstate)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CurrentDamageState.ExitState(Owner);
|
|
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
|
|
CurrentDamageState.EnterState(Owner);
|
|
|
|
currentstate = threshold;
|
|
}
|
|
}
|
|
}
|