Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,9 @@
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body
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{
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public interface IBodyManagerComponent : IDamageableComponent
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{
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}
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}
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@@ -0,0 +1,120 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body
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{
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public abstract class SharedBodyManagerComponent : DamageableComponent, IBodyManagerComponent
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{
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public override string Name => "BodyManager";
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public override uint? NetID => ContentNetIDs.BODY_MANAGER;
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public override List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive, DamageState.Critical, DamageState.Dead};
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public override DamageState CurrentDamageState =>
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CurrentDamageState = TotalDamage > 200
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? DamageState.Dead
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: TotalDamage > 100
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? DamageState.Critical
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: DamageState.Alive;
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}
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[Serializable, NetSerializable]
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public sealed class BodyPartAddedMessage : ComponentMessage
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{
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public readonly string RSIPath;
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public readonly string RSIState;
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public readonly Enum RSIMap;
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public BodyPartAddedMessage(string rsiPath, string rsiState, Enum rsiMap)
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{
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Directed = true;
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RSIPath = rsiPath;
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RSIState = rsiState;
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RSIMap = rsiMap;
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}
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}
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[Serializable, NetSerializable]
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public sealed class BodyPartRemovedMessage : ComponentMessage
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{
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public readonly Enum RSIMap;
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public readonly EntityUid? Dropped;
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public BodyPartRemovedMessage(Enum rsiMap, EntityUid? dropped = null)
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{
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Directed = true;
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RSIMap = rsiMap;
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Dropped = dropped;
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}
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}
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[Serializable, NetSerializable]
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public sealed class MechanismSpriteAddedMessage : ComponentMessage
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{
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public readonly Enum RSIMap;
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public MechanismSpriteAddedMessage(Enum rsiMap)
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{
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Directed = true;
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RSIMap = rsiMap;
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}
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}
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[Serializable, NetSerializable]
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public sealed class MechanismSpriteRemovedMessage : ComponentMessage
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{
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public readonly Enum RSIMap;
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public MechanismSpriteRemovedMessage(Enum rsiMap)
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{
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Directed = true;
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RSIMap = rsiMap;
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}
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}
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/// <summary>
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/// Used to determine whether a BodyPart can connect to another BodyPart.
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/// </summary>
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[Serializable, NetSerializable]
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public enum BodyPartCompatibility
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{
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Universal = 0,
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Biological,
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Mechanical
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}
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/// <summary>
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/// Each BodyPart has a BodyPartType used to determine a variety of things.
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/// For instance, what slots it can fit into.
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/// </summary>
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[Serializable, NetSerializable]
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public enum BodyPartType
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{
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Other = 0,
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Torso,
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Head,
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Arm,
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Hand,
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Leg,
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Foot
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}
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/// <summary>
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/// Defines a surgery operation that can be performed.
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/// </summary>
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[Serializable, NetSerializable]
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public enum SurgeryType
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{
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None = 0,
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Incision,
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Retraction,
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Cauterization,
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VesselCompression,
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Drilling,
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Amputation
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}
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}
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20
Content.Shared/GameObjects/Components/Damage/DamageState.cs
Normal file
20
Content.Shared/GameObjects/Components/Damage/DamageState.cs
Normal file
@@ -0,0 +1,20 @@
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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// TODO: Fix summary
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/// <summary>
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/// Defines what state an <see cref="IEntity"/> with a
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/// <see cref="IDamageableComponent"/> is in.
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/// Not all states must be supported - for instance, the
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/// <see cref="RuinableComponent"/> only supports
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/// <see cref="DamageState.Alive"/> and <see cref="DamageState.Dead"/>,
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/// as inanimate objects don't go into crit.
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/// </summary>
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public enum DamageState
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{
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Alive,
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Critical,
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Dead
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}
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}
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@@ -1,40 +1,227 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.Damage;
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using Content.Shared.Damage.DamageContainer;
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using Content.Shared.Damage.ResistanceSet;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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public abstract class SharedDamageableComponent : Component
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/// <summary>
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/// Component that allows attached entities to take damage.
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/// This basic version never dies (thus can take an indefinite amount of damage).
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/// </summary>
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[ComponentReference(typeof(IDamageableComponent))]
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public class DamageableComponent : Component, IDamageableComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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#pragma warning restore 649
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public override string Name => "Damageable";
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public sealed override uint? NetID => ContentNetIDs.DAMAGEABLE;
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}
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// The IDs of the items get synced over the network.
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[Serializable, NetSerializable]
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public class DamageComponentState : ComponentState
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{
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public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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public event Action<HealthChangedEventArgs> HealthChangedEvent = default!;
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public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
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[ViewVariables] private ResistanceSet Resistance { get; set; } = default!;
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[ViewVariables] private DamageContainer Damage { get; set; } = default!;
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public virtual List<DamageState> SupportedDamageStates => new List<DamageState> {DamageState.Alive};
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public virtual DamageState CurrentDamageState { get; protected set; } = DamageState.Alive;
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[ViewVariables] public int TotalDamage => Damage.TotalDamage;
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public IReadOnlyDictionary<DamageClass, int> DamageClasses => Damage.DamageClasses;
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public IReadOnlyDictionary<DamageType, int> DamageTypes => Damage.DamageTypes;
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public override void ExposeData(ObjectSerializer serializer)
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{
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CurrentDamage = damage;
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base.ExposeData(serializer);
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if (serializer.Reading)
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{
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// Doesn't write to file, TODO?
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// Yes, TODO
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var containerId = "biologicalDamageContainer";
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var resistanceId = "defaultResistances";
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serializer.DataField(ref containerId, "damageContainer", "biologicalDamageContainer");
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serializer.DataField(ref resistanceId, "resistances", "defaultResistances");
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if (!_prototypeManager.TryIndex(containerId!, out DamageContainerPrototype damage))
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{
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throw new InvalidOperationException(
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$"No {nameof(DamageContainerPrototype)} found with name {containerId}");
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}
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Damage = new DamageContainer(OnHealthChanged, damage);
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if (!_prototypeManager.TryIndex(resistanceId!, out ResistanceSetPrototype resistance))
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{
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throw new InvalidOperationException(
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$"No {nameof(ResistanceSetPrototype)} found with name {resistanceId}");
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}
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Resistance = new ResistanceSet(resistance);
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}
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}
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public bool TryGetDamage(DamageType type, out int damage)
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{
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return Damage.TryGetDamageValue(type, out damage);
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}
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public bool ChangeDamage(DamageType type, int amount, bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (Damage.SupportsDamageType(type))
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{
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var finalDamage = amount;
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if (!ignoreResistances)
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{
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finalDamage = Resistance.CalculateDamage(type, amount);
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}
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Damage.ChangeDamageValue(type, finalDamage);
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return true;
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}
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return false;
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}
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public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (Damage.SupportsDamageClass(@class))
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{
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var types = @class.ToTypes();
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if (amount < 0)
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{
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// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
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// but essentially just loops between each damage category until all healing is used up.
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var healingLeft = amount;
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var healThisCycle = 1;
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// While we have healing left...
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while (healingLeft > 0 && healThisCycle != 0)
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{
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// Infinite loop fallback, if no healing was done in a cycle
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// then exit
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healThisCycle = 0;
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int healPerType;
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if (healingLeft > -types.Count && healingLeft < 0)
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{
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// Say we were to distribute 2 healing between 3
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// this will distribute 1 to each (and stop after 2 are given)
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healPerType = -1;
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}
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else
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{
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// Say we were to distribute 62 healing between 3
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// this will distribute 20 to each, leaving 2 for next loop
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healPerType = healingLeft / types.Count;
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}
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foreach (var type in types)
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{
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var healAmount =
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Math.Max(Math.Max(healPerType, -Damage.GetDamageValue(type)),
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healingLeft);
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Damage.ChangeDamageValue(type, healAmount);
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healThisCycle += healAmount;
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healingLeft -= healAmount;
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}
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}
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return true;
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}
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var damageLeft = amount;
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|
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while (damageLeft > 0)
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{
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int damagePerType;
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if (damageLeft < types.Count && damageLeft > 0)
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{
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damagePerType = 1;
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}
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else
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{
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damagePerType = damageLeft / types.Count;
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}
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foreach (var type in types)
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{
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var damageAmount = Math.Min(damagePerType, damageLeft);
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Damage.ChangeDamageValue(type, damageAmount);
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damageLeft -= damageAmount;
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}
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}
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return true;
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}
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return false;
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}
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|
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public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
|
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if (Damage.SupportsDamageType(type))
|
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{
|
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Damage.SetDamageValue(type, newValue);
|
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|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
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}
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|
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public void Heal()
|
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{
|
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Damage.Heal();
|
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}
|
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|
||||
public void ForceHealthChangedEvent()
|
||||
{
|
||||
var data = new List<HealthChangeData>();
|
||||
|
||||
foreach (var type in Damage.SupportedTypes)
|
||||
{
|
||||
var damage = Damage.GetDamageValue(type);
|
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var datum = new HealthChangeData(type, damage, 0);
|
||||
data.Add(datum);
|
||||
}
|
||||
|
||||
OnHealthChanged(data);
|
||||
}
|
||||
|
||||
private void OnHealthChanged(List<HealthChangeData> changes)
|
||||
{
|
||||
var args = new HealthChangedEventArgs(this, changes);
|
||||
OnHealthChanged(args);
|
||||
}
|
||||
|
||||
protected virtual void OnHealthChanged(HealthChangedEventArgs e)
|
||||
{
|
||||
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
|
||||
HealthChangedEvent?.Invoke(e);
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Damage types used in-game.
|
||||
/// Total should never be used directly - it's a derived value.
|
||||
/// </summary>
|
||||
public enum DamageType
|
||||
{
|
||||
Total,
|
||||
Brute,
|
||||
Heat,
|
||||
Cold,
|
||||
Acid,
|
||||
Toxic,
|
||||
Electric
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,223 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Damage
|
||||
{
|
||||
public interface IDamageableComponent : IComponent, IExAct
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the entity's <see cref="IDamageableComponent"/> values change.
|
||||
/// Of note is that a "deal 0 damage" call will still trigger this event
|
||||
/// (including both damage negated by resistance or simply inputting 0 as
|
||||
/// the amount of damage to deal).
|
||||
/// </summary>
|
||||
event Action<HealthChangedEventArgs> HealthChangedEvent;
|
||||
|
||||
/// <summary>
|
||||
/// List of all <see cref="DamageState">DamageStates</see> that
|
||||
/// <see cref="CurrentDamageState"/> can be.
|
||||
/// </summary>
|
||||
List<DamageState> SupportedDamageStates { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="DamageState"/> currently representing this component.
|
||||
/// </summary>
|
||||
DamageState CurrentDamageState { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Sum of all damages taken.
|
||||
/// </summary>
|
||||
int TotalDamage { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The amount of damage mapped by <see cref="DamageClass"/>.
|
||||
/// </summary>
|
||||
IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The amount of damage mapped by <see cref="DamageType"/>.
|
||||
/// </summary>
|
||||
IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of damage of a type.
|
||||
/// </summary>
|
||||
/// <param name="type">The type to get the damage of.</param>
|
||||
/// <param name="damage">The amount of damage of that type.</param>
|
||||
/// <returns>
|
||||
/// True if the given <see cref="type"/> is supported, false otherwise.
|
||||
/// </returns>
|
||||
bool TryGetDamage(DamageType type, [NotNullWhen(true)] out int damage);
|
||||
|
||||
/// <summary>
|
||||
/// Changes the specified <see cref="DamageType"/>, applying
|
||||
/// resistance values only if it is damage.
|
||||
/// </summary>
|
||||
/// <param name="type">Type of damage being changed.</param>
|
||||
/// <param name="amount">
|
||||
/// Amount of damage being received (positive for damage, negative for heals).
|
||||
/// </param>
|
||||
/// <param name="ignoreResistances">
|
||||
/// Whether or not to ignore resistances.
|
||||
/// Healing always ignores resistances, regardless of this input.
|
||||
/// </param>
|
||||
/// <param name="source">
|
||||
/// The entity that dealt or healed the damage, if any.
|
||||
/// </param>
|
||||
/// <param name="extraParams">
|
||||
/// Extra parameters that some components may require, such as a specific limb to target.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// False if the given type is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(DamageType type, int amount, bool ignoreResistances, IEntity? source = null,
|
||||
HealthChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Changes the specified <see cref="DamageClass"/>, applying
|
||||
/// resistance values only if it is damage.
|
||||
/// Spreads amount evenly between the <see cref="DamageType"></see>s
|
||||
/// represented by that class.
|
||||
/// </summary>
|
||||
/// <param name="class">Class of damage being changed.</param>
|
||||
/// <param name="amount">
|
||||
/// Amount of damage being received (positive for damage, negative for heals).
|
||||
/// </param>
|
||||
/// <param name="ignoreResistances">
|
||||
/// Whether to ignore resistances.
|
||||
/// Healing always ignores resistances, regardless of this input.
|
||||
/// </param>
|
||||
/// <param name="source">Entity that dealt or healed the damage, if any.</param>
|
||||
/// <param name="extraParams">
|
||||
/// Extra parameters that some components may require,
|
||||
/// such as a specific limb to target.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// Returns false if the given class is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null,
|
||||
HealthChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Forcefully sets the specified <see cref="DamageType"/> to the given
|
||||
/// value, ignoring resistance values.
|
||||
/// </summary>
|
||||
/// <param name="type">Type of damage being changed.</param>
|
||||
/// <param name="newValue">New damage value to be set.</param>
|
||||
/// <param name="source">Entity that set the new damage value.</param>
|
||||
/// <param name="extraParams">
|
||||
/// Extra parameters that some components may require,
|
||||
/// such as a specific limb to target.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// Returns false if the given type is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool SetDamage(DamageType type, int newValue, IEntity? source = null, HealthChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Sets all damage values to zero.
|
||||
/// </summary>
|
||||
void Heal();
|
||||
|
||||
/// <summary>
|
||||
/// Invokes the HealthChangedEvent with the current values of health.
|
||||
/// </summary>
|
||||
void ForceHealthChangedEvent();
|
||||
|
||||
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
|
||||
{
|
||||
var damage = eventArgs.Severity switch
|
||||
{
|
||||
ExplosionSeverity.Light => 20,
|
||||
ExplosionSeverity.Heavy => 60,
|
||||
ExplosionSeverity.Destruction => 250,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
ChangeDamage(DamageType.Piercing, damage, false, null);
|
||||
ChangeDamage(DamageType.Heat, damage, false, null);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how to damage a
|
||||
/// <see cref="IDamageableComponent"/>.
|
||||
/// While not necessary to damage for all instances, classes such as
|
||||
/// <see cref="SharedBodyManagerComponent"/> may require it for extra data
|
||||
/// (such as selecting which limb to target).
|
||||
/// </summary>
|
||||
public class HealthChangeParams : EventArgs
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how the <see cref="DamageType"/>
|
||||
/// values of a <see cref="IDamageableComponent"/> have changed.
|
||||
/// </summary>
|
||||
public class HealthChangedEventArgs : EventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
|
||||
/// </summary>
|
||||
public readonly IDamageableComponent Damageable;
|
||||
|
||||
/// <summary>
|
||||
/// List containing data on each <see cref="DamageType"/> that was changed.
|
||||
/// </summary>
|
||||
public readonly List<HealthChangeData> Data;
|
||||
|
||||
public HealthChangedEventArgs(IDamageableComponent damageable, List<HealthChangeData> data)
|
||||
{
|
||||
Damageable = damageable;
|
||||
Data = data;
|
||||
}
|
||||
|
||||
public HealthChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
|
||||
{
|
||||
Damageable = damageable;
|
||||
|
||||
var datum = new HealthChangeData(type, newValue, delta);
|
||||
var data = new List<HealthChangeData> {datum};
|
||||
|
||||
Data = data;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how the value of a
|
||||
/// single <see cref="DamageType"/> has changed.
|
||||
/// </summary>
|
||||
public struct HealthChangeData
|
||||
{
|
||||
/// <summary>
|
||||
/// Type of damage that changed.
|
||||
/// </summary>
|
||||
public DamageType Type;
|
||||
|
||||
/// <summary>
|
||||
/// The new current value for that damage.
|
||||
/// </summary>
|
||||
public int NewValue;
|
||||
|
||||
/// <summary>
|
||||
/// How much the health value changed from its last value (negative is heals, positive is damage).
|
||||
/// </summary>
|
||||
public int Delta;
|
||||
|
||||
public HealthChangeData(DamageType type, int newValue, int delta)
|
||||
{
|
||||
Type = type;
|
||||
NewValue = newValue;
|
||||
Delta = delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Damage
|
||||
{
|
||||
// TODO
|
||||
/// <summary>
|
||||
/// Component interface that gets triggered after the values of a
|
||||
/// <see cref="IDamageableComponent"/> on the same <see cref="IEntity"/> change.
|
||||
/// </summary>
|
||||
public interface IOnHealthChangedBehavior
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the entity's <see cref="IDamageableComponent"/>
|
||||
/// is healed or hurt.
|
||||
/// Of note is that a "deal 0 damage" call will still trigger
|
||||
/// this function (including both damage negated by resistance or
|
||||
/// simply inputting 0 as the amount of damage to deal).
|
||||
/// </summary>
|
||||
/// <param name="e">Details of how the health changed.</param>
|
||||
public void OnHealthChanged(HealthChangedEventArgs e);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Damage;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components.UserInterface;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -13,18 +14,23 @@ namespace Content.Shared.GameObjects.Components.Medical
|
||||
[Serializable, NetSerializable]
|
||||
public class MedicalScannerBoundUserInterfaceState : BoundUserInterfaceState
|
||||
{
|
||||
public readonly int CurrentHealth;
|
||||
public readonly int MaxHealth;
|
||||
public readonly Dictionary<string, int> DamageDictionary;
|
||||
public readonly EntityUid? Entity;
|
||||
public readonly Dictionary<DamageClass, int> DamageClasses;
|
||||
public readonly Dictionary<DamageType, int> DamageTypes;
|
||||
|
||||
public MedicalScannerBoundUserInterfaceState(
|
||||
int currentHealth,
|
||||
int maxHealth,
|
||||
Dictionary<string, int> damageDictionary)
|
||||
EntityUid? entity,
|
||||
Dictionary<DamageClass, int> damageClasses,
|
||||
Dictionary<DamageType, int> damageTypes)
|
||||
{
|
||||
CurrentHealth = currentHealth;
|
||||
MaxHealth = maxHealth;
|
||||
DamageDictionary = damageDictionary;
|
||||
Entity = entity;
|
||||
DamageClasses = damageClasses;
|
||||
DamageTypes = damageTypes;
|
||||
}
|
||||
|
||||
public bool HasDamage()
|
||||
{
|
||||
return DamageClasses.Count > 0 || DamageTypes.Count > 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs
|
||||
{
|
||||
public abstract class SharedSpeciesComponent : Component
|
||||
{
|
||||
public sealed override string Name => "Species";
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum MobVisuals
|
||||
{
|
||||
RotationState
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum MobState
|
||||
{
|
||||
/// <summary>
|
||||
/// Mob is standing up
|
||||
/// </summary>
|
||||
Standing,
|
||||
|
||||
/// <summary>
|
||||
/// Mob is laying down
|
||||
/// </summary>
|
||||
Down,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
public const float DefaultBaseWalkSpeed = 4.0f;
|
||||
public const float DefaultBaseSprintSpeed = 7.0f;
|
||||
|
||||
|
||||
public override string Name => "MovementSpeedModifier";
|
||||
|
||||
private float _cachedWalkSpeedModifier = 1.0f;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Rotation;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.Configuration;
|
||||
@@ -268,7 +270,7 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
return collidedWith.Entity.HasComponent<SharedSpeciesComponent>();
|
||||
return collidedWith.Entity.HasComponent<IBodyManagerComponent>();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Rotation
|
||||
{
|
||||
[Serializable, NetSerializable]
|
||||
public enum RotationVisuals
|
||||
{
|
||||
RotationState
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum RotationState
|
||||
{
|
||||
/// <summary>
|
||||
/// Standing up
|
||||
/// </summary>
|
||||
Vertical,
|
||||
|
||||
/// <summary>
|
||||
/// Laying down
|
||||
/// </summary>
|
||||
Horizontal,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user