Damage masks (#9402)
This commit is contained in:
@@ -2,6 +2,7 @@ using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Radiation.Events;
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using Robust.Shared.GameStates;
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@@ -256,7 +257,7 @@ namespace Content.Shared.Damage
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int ent1DeadState = 0;
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foreach (var state in oldstate._highestToLowestStates)
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{
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if (state.Value.IsDead())
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if (state.Value == DamageState.Dead)
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{
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ent1DeadState = state.Key;
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}
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@@ -265,7 +266,7 @@ namespace Content.Shared.Damage
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int ent2DeadState = 0;
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foreach (var state in newstate._highestToLowestStates)
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{
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if (state.Value.IsDead())
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if (state.Value == DamageState.Dead)
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{
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ent2DeadState = state.Key;
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}
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@@ -1,11 +1,8 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState.State;
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using Content.Shared.MobState.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.MobState.Components
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{
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@@ -19,8 +16,6 @@ namespace Content.Shared.MobState.Components
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[NetworkedComponent]
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public sealed class MobStateComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// States that this <see cref="MobStateComponent"/> mapped to
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/// the amount of damage at which they are triggered.
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@@ -30,294 +25,43 @@ namespace Content.Shared.MobState.Components
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/// </summary>
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[ViewVariables]
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[DataField("thresholds")]
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private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = new();
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public readonly SortedDictionary<int, DamageState> _lowestToHighestStates = new();
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// TODO Remove Nullability?
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[ViewVariables]
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public IMobState? CurrentState { get; private set; }
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public DamageState? CurrentState { get; set; }
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[ViewVariables]
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public FixedPoint2? CurrentThreshold { get; private set; }
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public FixedPoint2? CurrentThreshold { get; set; }
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public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
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protected override void Startup()
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{
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base.Startup();
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if (CurrentState != null && CurrentThreshold != null)
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{
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// Initialize with given states
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SetMobState(null, (CurrentState, CurrentThreshold.Value));
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}
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else
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{
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// Initialize with some amount of damage, defaulting to 0.
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UpdateState(_entMan.GetComponentOrNull<DamageableComponent>(Owner)?.TotalDamage ?? FixedPoint2.Zero);
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}
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}
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protected override void OnRemove()
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{
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EntitySystem.Get<AlertsSystem>().ClearAlert(Owner, AlertType.HumanHealth);
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base.OnRemove();
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}
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public override ComponentState GetComponentState()
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{
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return new MobStateComponentState(CurrentThreshold);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not MobStateComponentState state)
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{
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return;
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}
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if (CurrentThreshold == state.CurrentThreshold)
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{
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return;
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}
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if (state.CurrentThreshold == null)
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{
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RemoveState();
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}
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else
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{
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UpdateState(state.CurrentThreshold.Value);
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}
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}
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public IEnumerable<KeyValuePair<int, DamageState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
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[Obsolete("Use MobStateSystem")]
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public bool IsAlive()
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{
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return CurrentState?.IsAlive() ?? false;
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return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
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.IsAlive(Owner, this);
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}
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[Obsolete("Use MobStateSystem")]
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public bool IsCritical()
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{
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return CurrentState?.IsCritical() ?? false;
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return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
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.IsCritical(Owner, this);
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}
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[Obsolete("Use MobStateSystem")]
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public bool IsDead()
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{
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return CurrentState?.IsDead() ?? false;
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return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
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.IsDead(Owner, this);
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}
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[Obsolete("Use MobStateSystem")]
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public bool IsIncapacitated()
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{
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return CurrentState?.IsIncapacitated() ?? false;
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}
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public (IMobState state, FixedPoint2 threshold)? GetState(FixedPoint2 damage)
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{
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foreach (var (threshold, state) in _highestToLowestStates)
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{
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if (damage >= threshold)
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{
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return (state, threshold);
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}
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}
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return null;
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}
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public bool TryGetState(
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FixedPoint2 damage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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var highestState = GetState(damage);
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if (highestState == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = highestState.Value;
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return true;
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}
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private (IMobState state, FixedPoint2 threshold)? GetEarliestState(FixedPoint2 minimumDamage, Predicate<IMobState> predicate)
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{
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foreach (var (threshold, state) in _lowestToHighestStates)
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{
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if (threshold < minimumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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private (IMobState state, FixedPoint2 threshold)? GetPreviousState(FixedPoint2 maximumDamage, Predicate<IMobState> predicate)
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{
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foreach (var (threshold, state) in _highestToLowestStates)
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{
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if (threshold > maximumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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public (IMobState state, FixedPoint2 threshold)? GetEarliestCriticalState(FixedPoint2 minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsCritical());
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}
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public (IMobState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(FixedPoint2 minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsIncapacitated());
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}
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public (IMobState state, FixedPoint2 threshold)? GetEarliestDeadState(FixedPoint2 minimumDamage)
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{
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return GetEarliestState(minimumDamage, s => s.IsDead());
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}
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public (IMobState state, FixedPoint2 threshold)? GetPreviousCriticalState(FixedPoint2 minimumDamage)
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{
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return GetPreviousState(minimumDamage, s => s.IsCritical());
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}
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private bool TryGetState(
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(IMobState state, FixedPoint2 threshold)? tuple,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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if (tuple == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = tuple.Value;
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return true;
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}
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public bool TryGetEarliestCriticalState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestCriticalState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestIncapacitatedState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestIncapacitatedState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestDeadState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestDeadState(minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetPreviousCriticalState(
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FixedPoint2 maximumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetPreviousCriticalState(maximumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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private void RemoveState()
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{
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var old = CurrentState;
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CurrentState = null;
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CurrentThreshold = null;
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SetMobState(old, null);
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}
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/// <summary>
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/// Updates the mob state..
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/// </summary>
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public void UpdateState(FixedPoint2 damage)
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{
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if (!TryGetState(damage, out var newState, out var threshold))
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{
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return;
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}
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SetMobState(CurrentState, (newState, threshold));
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}
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/// <summary>
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/// Sets the mob state and marks the component as dirty.
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/// </summary>
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private void SetMobState(IMobState? old, (IMobState state, FixedPoint2 threshold)? current)
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{
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var entMan = _entMan;
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if (!current.HasValue)
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{
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old?.ExitState(Owner, entMan);
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return;
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}
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var (state, threshold) = current.Value;
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CurrentThreshold = threshold;
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if (state == old)
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{
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state.UpdateState(Owner, threshold, entMan);
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return;
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}
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old?.ExitState(Owner, entMan);
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CurrentState = state;
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state.EnterState(Owner, entMan);
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state.UpdateState(Owner, threshold, entMan);
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var message = new MobStateChangedEvent(this, old, state);
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entMan.EventBus.RaiseLocalEvent(Owner, message, true);
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Dirty();
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}
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}
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[Serializable, NetSerializable]
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public sealed class MobStateComponentState : ComponentState
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{
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public readonly FixedPoint2? CurrentThreshold;
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public MobStateComponentState(FixedPoint2? currentThreshold)
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{
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CurrentThreshold = currentThreshold;
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return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
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.IsIncapacitated(Owner, this);
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}
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}
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}
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@@ -3,7 +3,7 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.MobState
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{
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[Serializable, NetSerializable]
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public enum DamageStateVisuals
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public enum DamageStateVisuals : byte
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{
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State
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}
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@@ -1,148 +0,0 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.Movement;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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namespace Content.Shared.MobState.EntitySystems
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{
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public sealed class MobStateSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
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SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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#region ActionBlocker
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private void OnStateChanged(MobStateChangedEvent ev)
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{
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_blocker.UpdateCanMove(ev.Entity);
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}
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private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case SharedDeadMobState:
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case SharedCriticalMobState:
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args.Cancel();
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break;
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}
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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{
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if (component.IsIncapacitated())
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args.Cancel();
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}
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public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
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{
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component.UpdateState(args.Damageable.TotalDamage);
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}
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private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
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{
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switch (component.CurrentState)
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{
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case SharedCriticalMobState:
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case SharedDeadMobState:
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args.Cancel();
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return;
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default:
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return;
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}
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}
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private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
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{
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if (component.IsIncapacitated())
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args.Cancel();
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}
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}
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}
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@@ -0,0 +1,26 @@
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using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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namespace Content.Shared.MobState.EntitySystems;
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public abstract partial class SharedMobStateSystem
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{
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public virtual void EnterCritState(EntityUid uid)
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{
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Alerts.ShowAlert(uid, AlertType.HumanCrit);
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Standing.Down(uid);
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|
||||
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ExitCritState(EntityUid uid)
|
||||
{
|
||||
Standing.Stand(uid);
|
||||
}
|
||||
|
||||
public virtual void UpdateCritState(EntityUid entity, FixedPoint2 threshold) {}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
|
||||
namespace Content.Shared.MobState.EntitySystems;
|
||||
|
||||
public abstract partial class SharedMobStateSystem
|
||||
{
|
||||
public virtual void EnterDeadState(EntityUid uid)
|
||||
{
|
||||
EnsureComp<CollisionWakeComponent>(uid);
|
||||
Standing.Down(uid);
|
||||
|
||||
if (Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
|
||||
{
|
||||
physics.CanCollide = false;
|
||||
}
|
||||
|
||||
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ExitDeadState(EntityUid uid)
|
||||
{
|
||||
RemComp<CollisionWakeComponent>(uid);
|
||||
|
||||
Standing.Stand(uid);
|
||||
|
||||
if (!Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
|
||||
{
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void UpdateDeadState(EntityUid entity, FixedPoint2 threshold) {}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
|
||||
namespace Content.Shared.MobState.EntitySystems;
|
||||
|
||||
public abstract partial class SharedMobStateSystem
|
||||
{
|
||||
public virtual void EnterNormState(EntityUid uid)
|
||||
{
|
||||
Standing.Stand(uid);
|
||||
|
||||
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void UpdateNormState(EntityUid entity, FixedPoint2 threshold) {}
|
||||
|
||||
public virtual void ExitNormState(EntityUid uid) {}
|
||||
}
|
||||
473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
Normal file
473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
Normal file
@@ -0,0 +1,473 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Emoting;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Item;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Movement.Events;
|
||||
using Content.Shared.Pulling.Events;
|
||||
using Content.Shared.Speech;
|
||||
using Content.Shared.Standing;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Throwing;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.MobState.EntitySystems
|
||||
{
|
||||
public abstract partial class SharedMobStateSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly AlertsSystem Alerts = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
||||
[Dependency] protected readonly StandingStateSystem Standing = default!;
|
||||
[Dependency] protected readonly StatusEffectsSystem Status = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<MobStateComponent, ComponentShutdown>(OnMobShutdown);
|
||||
SubscribeLocalEvent<MobStateComponent, ComponentStartup>(OnMobStartup);
|
||||
|
||||
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
|
||||
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
||||
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
|
||||
SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
|
||||
// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
|
||||
}
|
||||
|
||||
private void OnMobStartup(EntityUid uid, MobStateComponent component, ComponentStartup args)
|
||||
{
|
||||
if (component.CurrentState != null && component.CurrentThreshold != null)
|
||||
{
|
||||
// Initialize with given states
|
||||
SetMobState(component, null, (component.CurrentState.Value, component.CurrentThreshold.Value));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Initialize with some amount of damage, defaulting to 0.
|
||||
UpdateState(component, CompOrNull<DamageableComponent>(uid)?.TotalDamage ?? FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMobShutdown(EntityUid uid, MobStateComponent component, ComponentShutdown args)
|
||||
{
|
||||
Alerts.ClearAlert(uid, AlertType.HumanHealth);
|
||||
}
|
||||
|
||||
public bool IsAlive(EntityUid uid, MobStateComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false)) return false;
|
||||
return component.CurrentState == DamageState.Alive;
|
||||
}
|
||||
|
||||
public bool IsCritical(EntityUid uid, MobStateComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false)) return false;
|
||||
return component.CurrentState == DamageState.Critical;
|
||||
}
|
||||
|
||||
public bool IsDead(EntityUid uid, MobStateComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false)) return false;
|
||||
return component.CurrentState == DamageState.Dead;
|
||||
}
|
||||
|
||||
public bool IsIncapacitated(EntityUid uid, MobStateComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false)) return false;
|
||||
return component.CurrentState is DamageState.Critical or DamageState.Dead;
|
||||
}
|
||||
|
||||
#region ActionBlocker
|
||||
private void OnStateChanged(MobStateChangedEvent ev)
|
||||
{
|
||||
_blocker.UpdateCanMove(ev.Entity);
|
||||
}
|
||||
|
||||
private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
|
||||
{
|
||||
switch (component.CurrentState)
|
||||
{
|
||||
case DamageState.Dead:
|
||||
case DamageState.Critical:
|
||||
args.Cancel();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
|
||||
{
|
||||
// is this a self-equip, or are they being stripped?
|
||||
if (args.Equipee == uid)
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
|
||||
{
|
||||
// is this a self-equip, or are they being stripped?
|
||||
if (args.Unequipee == uid)
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
|
||||
{
|
||||
CheckAct(uid, component, args);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
|
||||
{
|
||||
if (IsIncapacitated(uid, component))
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
|
||||
{
|
||||
UpdateState(component, args.Damageable.TotalDamage);
|
||||
}
|
||||
|
||||
private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
|
||||
{
|
||||
switch (component.CurrentState)
|
||||
{
|
||||
case DamageState.Critical:
|
||||
case DamageState.Dead:
|
||||
args.Cancel();
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
|
||||
{
|
||||
if (IsIncapacitated(uid, component))
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
public virtual void RemoveState(MobStateComponent component)
|
||||
{
|
||||
var old = component.CurrentState;
|
||||
component.CurrentState = null;
|
||||
component.CurrentThreshold = null;
|
||||
|
||||
SetMobState(component, old, null);
|
||||
}
|
||||
|
||||
public virtual void EnterState(MobStateComponent? component, DamageState? state)
|
||||
{
|
||||
// TODO: Thanks buckle
|
||||
if (component == null) return;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case DamageState.Alive:
|
||||
EnterNormState(component.Owner);
|
||||
break;
|
||||
case DamageState.Critical:
|
||||
EnterCritState(component.Owner);
|
||||
break;
|
||||
case DamageState.Dead:
|
||||
EnterDeadState(component.Owner);
|
||||
break;
|
||||
case null:
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void UpdateState(MobStateComponent component, DamageState? state, FixedPoint2 threshold)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case DamageState.Alive:
|
||||
UpdateNormState(component.Owner, threshold);
|
||||
break;
|
||||
case DamageState.Critical:
|
||||
UpdateCritState(component.Owner, threshold);
|
||||
break;
|
||||
case DamageState.Dead:
|
||||
UpdateDeadState(component.Owner, threshold);
|
||||
break;
|
||||
case null:
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ExitState(MobStateComponent component, DamageState? state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case DamageState.Alive:
|
||||
ExitNormState(component.Owner);
|
||||
break;
|
||||
case DamageState.Critical:
|
||||
ExitCritState(component.Owner);
|
||||
break;
|
||||
case DamageState.Dead:
|
||||
ExitDeadState(component.Owner);
|
||||
break;
|
||||
case null:
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the mob state..
|
||||
/// </summary>
|
||||
public void UpdateState(MobStateComponent component, FixedPoint2 damage)
|
||||
{
|
||||
if (!TryGetState(component, damage, out var newState, out var threshold))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SetMobState(component, component.CurrentState, (newState.Value, threshold));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the mob state and marks the component as dirty.
|
||||
/// </summary>
|
||||
private void SetMobState(MobStateComponent component, DamageState? old, (DamageState state, FixedPoint2 threshold)? current)
|
||||
{
|
||||
if (!current.HasValue)
|
||||
{
|
||||
ExitState(component, old);
|
||||
return;
|
||||
}
|
||||
|
||||
var (state, threshold) = current.Value;
|
||||
|
||||
component.CurrentThreshold = threshold;
|
||||
|
||||
if (state == old)
|
||||
{
|
||||
UpdateState(component, state, threshold);
|
||||
return;
|
||||
}
|
||||
|
||||
ExitState(component, old);
|
||||
|
||||
component.CurrentState = state;
|
||||
|
||||
EnterState(component, state);
|
||||
UpdateState(component, state, threshold);
|
||||
|
||||
var message = new MobStateChangedEvent(component, old, state);
|
||||
RaiseLocalEvent(component.Owner, message, true);
|
||||
Dirty(component);
|
||||
}
|
||||
|
||||
public (DamageState state, FixedPoint2 threshold)? GetState(MobStateComponent component, FixedPoint2 damage)
|
||||
{
|
||||
foreach (var (threshold, state) in component._highestToLowestStates)
|
||||
{
|
||||
if (damage >= threshold)
|
||||
{
|
||||
return (state, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool TryGetState(
|
||||
MobStateComponent component,
|
||||
FixedPoint2 damage,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
var highestState = GetState(component, damage);
|
||||
|
||||
if (highestState == null)
|
||||
{
|
||||
state = default;
|
||||
threshold = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
(state, threshold) = highestState.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
private (DamageState state, FixedPoint2 threshold)? GetEarliestState(MobStateComponent component, FixedPoint2 minimumDamage, Predicate<DamageState> predicate)
|
||||
{
|
||||
foreach (var (threshold, state) in component._lowestToHighestStates)
|
||||
{
|
||||
if (threshold < minimumDamage ||
|
||||
!predicate(state))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return (state, threshold);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private (DamageState state, FixedPoint2 threshold)? GetPreviousState(MobStateComponent component, FixedPoint2 maximumDamage, Predicate<DamageState> predicate)
|
||||
{
|
||||
foreach (var (threshold, state) in component._highestToLowestStates)
|
||||
{
|
||||
if (threshold > maximumDamage ||
|
||||
!predicate(state))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return (state, threshold);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public (DamageState state, FixedPoint2 threshold)? GetEarliestCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||
{
|
||||
return GetEarliestState(component, minimumDamage, s => s == DamageState.Critical);
|
||||
}
|
||||
|
||||
public (DamageState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||
{
|
||||
return GetEarliestState(component, minimumDamage, s => s is DamageState.Critical or DamageState.Dead);
|
||||
}
|
||||
|
||||
public (DamageState state, FixedPoint2 threshold)? GetEarliestDeadState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||
{
|
||||
return GetEarliestState(component, minimumDamage, s => s == DamageState.Dead);
|
||||
}
|
||||
|
||||
public (DamageState state, FixedPoint2 threshold)? GetPreviousCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||
{
|
||||
return GetPreviousState(component, minimumDamage, s => s == DamageState.Critical);
|
||||
}
|
||||
|
||||
private bool TryGetState(
|
||||
(DamageState state, FixedPoint2 threshold)? tuple,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
if (tuple == null)
|
||||
{
|
||||
state = default;
|
||||
threshold = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
(state, threshold) = tuple.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryGetEarliestCriticalState(
|
||||
MobStateComponent component,
|
||||
FixedPoint2 minimumDamage,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
var earliestState = GetEarliestCriticalState(component, minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetEarliestIncapacitatedState(
|
||||
MobStateComponent component,
|
||||
FixedPoint2 minimumDamage,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
var earliestState = GetEarliestIncapacitatedState(component, minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetEarliestDeadState(
|
||||
MobStateComponent component,
|
||||
FixedPoint2 minimumDamage,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
var earliestState = GetEarliestDeadState(component, minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetPreviousCriticalState(
|
||||
MobStateComponent component,
|
||||
FixedPoint2 maximumDamage,
|
||||
[NotNullWhen(true)] out DamageState? state,
|
||||
out FixedPoint2 threshold)
|
||||
{
|
||||
var earliestState = GetPreviousCriticalState(component, maximumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class MobStateComponentState : ComponentState
|
||||
{
|
||||
public readonly FixedPoint2? CurrentThreshold;
|
||||
|
||||
public MobStateComponentState(FixedPoint2? currentThreshold)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.MobState.State;
|
||||
|
||||
namespace Content.Shared.MobState
|
||||
{
|
||||
@@ -7,8 +6,8 @@ namespace Content.Shared.MobState
|
||||
{
|
||||
public MobStateChangedEvent(
|
||||
MobStateComponent component,
|
||||
IMobState? oldMobState,
|
||||
IMobState currentMobState)
|
||||
DamageState? oldMobState,
|
||||
DamageState currentMobState)
|
||||
{
|
||||
Component = component;
|
||||
OldMobState = oldMobState;
|
||||
@@ -19,8 +18,35 @@ namespace Content.Shared.MobState
|
||||
|
||||
public MobStateComponent Component { get; }
|
||||
|
||||
public IMobState? OldMobState { get; }
|
||||
public DamageState? OldMobState { get; }
|
||||
|
||||
public IMobState CurrentMobState { get; }
|
||||
public DamageState CurrentMobState { get; }
|
||||
}
|
||||
|
||||
public static class A
|
||||
{
|
||||
[Obsolete("Just check for the enum value instead")]
|
||||
public static bool IsAlive(this DamageState state)
|
||||
{
|
||||
return state == DamageState.Alive;
|
||||
}
|
||||
|
||||
[Obsolete("Just check for the enum value instead")]
|
||||
public static bool IsCritical(this DamageState state)
|
||||
{
|
||||
return state == DamageState.Critical;
|
||||
}
|
||||
|
||||
[Obsolete("Just check for the enum value instead")]
|
||||
public static bool IsDead(this DamageState state)
|
||||
{
|
||||
return state == DamageState.Dead;
|
||||
}
|
||||
|
||||
[Obsolete("Just check for the enum value instead")]
|
||||
public static bool IsIncapacitated(this DamageState state)
|
||||
{
|
||||
return state is DamageState.Dead or DamageState.Critical;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
[ImplicitDataDefinitionForInheritors]
|
||||
public abstract class BaseMobState : IMobState
|
||||
{
|
||||
protected abstract DamageState DamageState { get; }
|
||||
|
||||
public virtual bool IsAlive()
|
||||
{
|
||||
return DamageState == DamageState.Alive;
|
||||
}
|
||||
|
||||
public virtual bool IsCritical()
|
||||
{
|
||||
return DamageState == DamageState.Critical;
|
||||
}
|
||||
|
||||
public virtual bool IsDead()
|
||||
{
|
||||
return DamageState == DamageState.Dead;
|
||||
}
|
||||
|
||||
public virtual bool IsIncapacitated()
|
||||
{
|
||||
return IsCritical() || IsDead();
|
||||
}
|
||||
|
||||
public virtual void EnterState(EntityUid uid, IEntityManager entityManager) { }
|
||||
|
||||
public virtual void ExitState(EntityUid uid, IEntityManager entityManager) { }
|
||||
|
||||
public virtual void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager) { }
|
||||
}
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <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
|
||||
{
|
||||
bool IsAlive();
|
||||
|
||||
bool IsCritical();
|
||||
|
||||
bool IsDead();
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the mob is in a critical or dead state.
|
||||
/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
|
||||
/// </summary>
|
||||
/// <returns>true if it is, false otherwise.</returns>
|
||||
bool IsIncapacitated();
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is entered.
|
||||
/// </summary>
|
||||
void EnterState(EntityUid uid, IEntityManager entityManager);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is left for a different state.
|
||||
/// </summary>
|
||||
void ExitState(EntityUid uid, IEntityManager entityManager);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is updated.
|
||||
/// </summary>
|
||||
void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager);
|
||||
}
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Standing;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
|
||||
/// </summary>
|
||||
public abstract class SharedCriticalMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Critical;
|
||||
|
||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.EnterState(uid, entityManager);
|
||||
|
||||
EntitySystem.Get<AlertsSystem>().ShowAlert(uid, AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
|
||||
|
||||
EntitySystem.Get<StandingStateSystem>().Down(uid);
|
||||
|
||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExitState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.ExitState(uid, entityManager);
|
||||
|
||||
EntitySystem.Get<StandingStateSystem>().Stand(uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
using Content.Shared.Standing;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
public abstract class SharedDeadMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Dead;
|
||||
|
||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.EnterState(uid, entityManager);
|
||||
entityManager.EnsureComponent<CollisionWakeComponent>(uid);
|
||||
var standingState = EntitySystem.Get<StandingStateSystem>();
|
||||
standingState.Down(uid);
|
||||
|
||||
if (standingState.IsDown(uid) && entityManager.TryGetComponent(uid, out PhysicsComponent? physics))
|
||||
{
|
||||
physics.CanCollide = false;
|
||||
}
|
||||
|
||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExitState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.ExitState(uid, entityManager);
|
||||
if (entityManager.HasComponent<CollisionWakeComponent>(uid))
|
||||
{
|
||||
entityManager.RemoveComponent<CollisionWakeComponent>(uid);
|
||||
}
|
||||
|
||||
var standingState = EntitySystem.Get<StandingStateSystem>();
|
||||
standingState.Stand(uid);
|
||||
|
||||
if (!standingState.IsDown(uid) && entityManager.TryGetComponent(uid, out PhysicsComponent? physics))
|
||||
{
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
using Content.Shared.Standing;
|
||||
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// The standard state an entity is in; no negative effects.
|
||||
/// </summary>
|
||||
public abstract class SharedNormalMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Alive;
|
||||
|
||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.EnterState(uid, entityManager);
|
||||
EntitySystem.Get<StandingStateSystem>().Stand(uid);
|
||||
|
||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user