Add prediction for standing states and mob states (#1937)

This commit is contained in:
DrSmugleaf
2020-08-29 13:20:37 +02:00
committed by GitHub
parent 4d23bbf4df
commit 1ecf8aad1a
38 changed files with 1001 additions and 626 deletions

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@@ -1,513 +0,0 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Damage;
using Content.Server.Mobs;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// When attacked to an <see cref="IDamageableComponent"/>, this component will handle critical and death behaviors
/// for mobs.
/// Additionally, it handles sending effects to clients (such as blur effect for unconsciousness) and managing the
/// health HUD.
/// </summary>
[RegisterComponent]
internal class MobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
{
private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
{
{DamageState.Alive, new NormalState()},
{DamageState.Critical, new CriticalState()},
{DamageState.Dead, new DeadState()}
};
public override string Name => "MobStateManager";
private DamageState _currentDamageState;
public IMobState CurrentMobState { get; private set; } = new NormalState();
bool IActionBlocker.CanInteract()
{
return CurrentMobState.CanInteract();
}
bool IActionBlocker.CanMove()
{
return CurrentMobState.CanMove();
}
bool IActionBlocker.CanUse()
{
return CurrentMobState.CanUse();
}
bool IActionBlocker.CanThrow()
{
return CurrentMobState.CanThrow();
}
bool IActionBlocker.CanSpeak()
{
return CurrentMobState.CanSpeak();
}
bool IActionBlocker.CanDrop()
{
return CurrentMobState.CanDrop();
}
bool IActionBlocker.CanPickup()
{
return CurrentMobState.CanPickup();
}
bool IActionBlocker.CanEmote()
{
return CurrentMobState.CanEmote();
}
bool IActionBlocker.CanAttack()
{
return CurrentMobState.CanAttack();
}
bool IActionBlocker.CanEquip()
{
return CurrentMobState.CanEquip();
}
bool IActionBlocker.CanUnequip()
{
return CurrentMobState.CanUnequip();
}
bool IActionBlocker.CanChangeDirection()
{
return CurrentMobState.CanChangeDirection();
}
public void OnHealthChanged(HealthChangedEventArgs e)
{
if (e.Damageable.CurrentDamageState != _currentDamageState)
{
_currentDamageState = e.Damageable.CurrentDamageState;
CurrentMobState.ExitState(Owner);
CurrentMobState = _behavior[_currentDamageState];
CurrentMobState.EnterState(Owner);
}
CurrentMobState.UpdateState(Owner);
}
public override void Initialize()
{
base.Initialize();
_currentDamageState = DamageState.Alive;
CurrentMobState = _behavior[_currentDamageState];
CurrentMobState.EnterState(Owner);
CurrentMobState.UpdateState(Owner);
}
public override void OnRemove()
{
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
base.OnRemove();
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.RemoveStatusEffect(StatusEffect.Health);
}
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
}
/// <summary>
/// Defines the blocking effects of an associated <see cref="DamageState"/>
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState : IActionBlocker
{
/// <summary>
/// Called when this state is entered.
/// </summary>
void EnterState(IEntity entity);
/// <summary>
/// Called when this state is left for a different state.
/// </summary>
void ExitState(IEntity entity);
/// <summary>
/// Called when this state is updated.
/// </summary>
void UpdateState(IEntity entity);
}
/// <summary>
/// The standard state an entity is in; no negative effects.
/// </summary>
public struct NormalState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
UpdateState(entity);
}
public void ExitState(IEntity entity) { }
public void UpdateState(IEntity entity)
{
if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
return;
}
if (!entity.TryGetComponent(out IDamageableComponent damageable))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
return;
}
// TODO
switch (damageable)
{
case RuinableComponent ruinable:
{
if (ruinable.DeadThreshold == null)
{
break;
}
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
case BodyManagerComponent body:
{
if (body.CriticalThreshold == null)
{
return;
}
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
default:
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
break;
}
}
}
bool IActionBlocker.CanInteract()
{
return true;
}
bool IActionBlocker.CanMove()
{
return true;
}
bool IActionBlocker.CanUse()
{
return true;
}
bool IActionBlocker.CanThrow()
{
return true;
}
bool IActionBlocker.CanSpeak()
{
return true;
}
bool IActionBlocker.CanDrop()
{
return true;
}
bool IActionBlocker.CanPickup()
{
return true;
}
bool IActionBlocker.CanEmote()
{
return true;
}
bool IActionBlocker.CanAttack()
{
return true;
}
bool IActionBlocker.CanEquip()
{
return true;
}
bool IActionBlocker.CanUnequip()
{
return true;
}
bool IActionBlocker.CanChangeDirection()
{
return true;
}
}
/// <summary>
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
/// </summary>
public struct CriticalState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
StandingStateHelper.Down(entity);
}
public void ExitState(IEntity entity)
{
StandingStateHelper.Standing(entity);
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public void UpdateState(IEntity entity)
{
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
bool IActionBlocker.CanThrow()
{
return false;
}
bool IActionBlocker.CanSpeak()
{
return false;
}
bool IActionBlocker.CanDrop()
{
return false;
}
bool IActionBlocker.CanPickup()
{
return false;
}
bool IActionBlocker.CanEmote()
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
bool IActionBlocker.CanEquip()
{
return false;
}
bool IActionBlocker.CanUnequip()
{
return false;
}
bool IActionBlocker.CanChangeDirection()
{
return false;
}
}
/// <summary>
/// The state representing a dead entity; allows for ghosting.
/// </summary>
public struct DeadState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humandead.png");
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
{
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
StandingStateHelper.Down(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = false;
}
}
public void ExitState(IEntity entity)
{
StandingStateHelper.Standing(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = true;
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public void UpdateState(IEntity entity)
{
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
bool IActionBlocker.CanThrow()
{
return false;
}
bool IActionBlocker.CanSpeak()
{
return false;
}
bool IActionBlocker.CanDrop()
{
return false;
}
bool IActionBlocker.CanPickup()
{
return false;
}
bool IActionBlocker.CanEmote()
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
bool IActionBlocker.CanEquip()
{
return false;
}
bool IActionBlocker.CanUnequip()
{
return false;
}
bool IActionBlocker.CanChangeDirection()
{
return false;
}
}
}

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@@ -0,0 +1,51 @@
using Content.Server.GameObjects.EntitySystems;
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 CriticalState : SharedCriticalState
{
public override void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
EntitySystem.Get<StandingStateSystem>().Down(entity);
}
public override void ExitState(IEntity entity)
{
EntitySystem.Get<StandingStateSystem>().Standing(entity);
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public override void UpdateState(IEntity entity) { }
}
}

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@@ -0,0 +1,62 @@
using Content.Server.GameObjects.EntitySystems;
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.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs.State
{
public class DeadState : SharedDeadState
{
public override void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humandead.png");
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
{
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
EntitySystem.Get<StandingStateSystem>().Down(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = false;
}
}
public override void ExitState(IEntity entity)
{
EntitySystem.Get<StandingStateSystem>().Standing(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = true;
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public override void UpdateState(IEntity entity) { }
}
}

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@@ -0,0 +1,70 @@
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs.State
{
[RegisterComponent]
[ComponentReference(typeof(SharedMobStateManagerComponent))]
public class MobStateManagerComponent : SharedMobStateManagerComponent
{
private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
{
{DamageState.Alive, new NormalState()},
{DamageState.Critical, new CriticalState()},
{DamageState.Dead, new DeadState()}
};
private DamageState _currentDamageState;
protected override IReadOnlyDictionary<DamageState, IMobState> Behavior => _behavior;
public override IMobState CurrentMobState { get; protected set; }
public override DamageState CurrentDamageState
{
get => _currentDamageState;
protected set
{
if (_currentDamageState == value)
{
return;
}
if (_currentDamageState != DamageState.Invalid)
{
CurrentMobState.ExitState(Owner);
}
_currentDamageState = value;
CurrentMobState = Behavior[CurrentDamageState];
CurrentMobState.EnterState(Owner);
Dirty();
}
}
public override void OnRemove()
{
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
base.OnRemove();
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.RemoveStatusEffect(StatusEffect.Health);
}
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public override ComponentState GetComponentState()
{
return new MobStateManagerComponentState(CurrentDamageState);
}
}
}

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@@ -0,0 +1,79 @@
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Damage;
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.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs.State
{
public class NormalState : SharedNormalState
{
public override void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
UpdateState(entity);
}
public override void ExitState(IEntity entity) { }
public override void UpdateState(IEntity entity)
{
if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
return;
}
if (!entity.TryGetComponent(out IDamageableComponent damageable))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
return;
}
// TODO
switch (damageable)
{
case RuinableComponent ruinable:
{
if (ruinable.DeadThreshold == null)
{
break;
}
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
case BodyManagerComponent body:
{
if (body.CriticalThreshold == null)
{
return;
}
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
default:
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
break;
}
}
}
}
}

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@@ -1,7 +1,8 @@
using Content.Server.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Timers;
@@ -16,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Mobs
protected override void OnKnockdown()
{
StandingStateHelper.Down(Owner);
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
public void CancelAll()
@@ -33,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Mobs
if (KnockedDown)
{
StandingStateHelper.Standing(Owner);
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
}
KnockdownTimer = 0f;
@@ -58,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Mobs
if (KnockdownTimer <= 0f)
{
StandingStateHelper.Standing(Owner);
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
KnockdownTimer = 0f;
Dirty();