Add prediction for standing states and mob states (#1937)
This commit is contained in:
@@ -1,513 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.Mobs;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// When attacked to an <see cref="IDamageableComponent"/>, this component will handle critical and death behaviors
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/// for mobs.
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/// Additionally, it handles sending effects to clients (such as blur effect for unconsciousness) and managing the
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/// health HUD.
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/// </summary>
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[RegisterComponent]
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internal class MobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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{DamageState.Dead, new DeadState()}
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};
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public override string Name => "MobStateManager";
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private DamageState _currentDamageState;
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public IMobState CurrentMobState { get; private set; } = new NormalState();
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bool IActionBlocker.CanInteract()
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{
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return CurrentMobState.CanInteract();
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentMobState.CanMove();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentMobState.CanUse();
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentMobState.CanThrow();
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentMobState.CanSpeak();
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentMobState.CanDrop();
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentMobState.CanPickup();
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentMobState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentMobState.CanAttack();
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentMobState.CanEquip();
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentMobState.CanUnequip();
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentMobState.CanChangeDirection();
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}
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public void OnHealthChanged(HealthChangedEventArgs e)
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{
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if (e.Damageable.CurrentDamageState != _currentDamageState)
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{
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_currentDamageState = e.Damageable.CurrentDamageState;
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CurrentMobState.ExitState(Owner);
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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CurrentMobState.UpdateState(Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_currentDamageState = DamageState.Alive;
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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CurrentMobState.UpdateState(Owner);
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}
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public override void OnRemove()
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{
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// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
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base.OnRemove();
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if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.RemoveStatusEffect(StatusEffect.Health);
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}
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if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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}
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/// <summary>
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/// Defines the blocking effects of an associated <see cref="DamageState"/>
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/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
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/// exiting the state.
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/// </summary>
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public interface IMobState : IActionBlocker
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{
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/// <summary>
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/// Called when this state is entered.
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/// </summary>
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void EnterState(IEntity entity);
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/// <summary>
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/// Called when this state is left for a different state.
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/// </summary>
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void ExitState(IEntity entity);
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/// <summary>
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/// Called when this state is updated.
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/// </summary>
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void UpdateState(IEntity entity);
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}
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/// <summary>
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/// The standard state an entity is in; no negative effects.
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/// </summary>
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public struct NormalState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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UpdateState(entity);
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}
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public void ExitState(IEntity entity) { }
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public void UpdateState(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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return;
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}
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if (!entity.TryGetComponent(out IDamageableComponent damageable))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human0.png");
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return;
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}
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// TODO
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switch (damageable)
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{
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case RuinableComponent ruinable:
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{
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if (ruinable.DeadThreshold == null)
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{
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break;
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}
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var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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break;
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}
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case BodyManagerComponent body:
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{
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if (body.CriticalThreshold == null)
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{
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return;
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}
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var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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break;
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}
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default:
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human0.png");
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break;
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}
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}
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}
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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bool IActionBlocker.CanThrow()
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{
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return true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return true;
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}
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bool IActionBlocker.CanDrop()
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{
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return true;
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}
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bool IActionBlocker.CanPickup()
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{
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return true;
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}
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bool IActionBlocker.CanEmote()
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{
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return true;
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}
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bool IActionBlocker.CanAttack()
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{
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return true;
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}
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bool IActionBlocker.CanEquip()
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{
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return true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return true;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
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/// </summary>
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public struct CriticalState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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StandingStateHelper.Down(entity);
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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public void UpdateState(IEntity entity)
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{
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return false;
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}
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}
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/// <summary>
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/// The state representing a dead entity; allows for ghosting.
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/// </summary>
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public struct DeadState : IMobState
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{
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public void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humandead.png");
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
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{
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overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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StandingStateHelper.Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = false;
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}
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = true;
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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public void UpdateState(IEntity entity)
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{
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return false;
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}
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}
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}
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@@ -0,0 +1,51 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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public class CriticalState : SharedCriticalState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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}
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public override void ExitState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -0,0 +1,62 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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public class DeadState : SharedDeadState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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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) { }
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user