mob dead state tweaks (#162)
~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~ - Blocks character movement in crit/death - rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead resolves #145 resolves #158 related to #115
This commit is contained in:
committed by
Pieter-Jan Briers
parent
842cb44cd2
commit
c5e077efc1
@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using SS14.Server.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Maths;
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@@ -9,10 +10,10 @@ namespace Content.Server.GameObjects
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface DamageState : IActionBlocker
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{
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void EnterState(IEntity entity);
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{
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void EnterState(IEntity entity, AppearanceComponent appearance);
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void ExitState(IEntity entity);
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void ExitState(IEntity entity, AppearanceComponent appearance);
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}
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/// <summary>
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@@ -20,9 +21,9 @@ namespace Content.Server.GameObjects
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/// </summary>
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public struct NormalState : DamageState
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{
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public void EnterState(IEntity entity){}
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public void EnterState(IEntity entity, AppearanceComponent appearance) {}
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public void ExitState(IEntity entity){}
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public void ExitState(IEntity entity, AppearanceComponent appearance) {}
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bool IActionBlocker.CanInteract()
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{
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@@ -45,9 +46,21 @@ namespace Content.Server.GameObjects
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/// </summary>
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public struct CriticalState : DamageState
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{
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public void EnterState(IEntity entity) { }
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public void EnterState(IEntity entity, AppearanceComponent appearance) {
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = true;
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}
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public void ExitState(IEntity entity) { }
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public void ExitState(IEntity entity, AppearanceComponent appearance) {
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = false;
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}
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bool IActionBlocker.CanInteract()
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{
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@@ -70,20 +83,26 @@ namespace Content.Server.GameObjects
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/// </summary>
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public struct DeadState : DamageState
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{
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public void EnterState(IEntity entity)
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public void EnterState(IEntity entity, AppearanceComponent appearance)
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{
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if(entity.TryGetComponent(out SpriteComponent sprite))
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var newstate = SpeciesComponent.MobState.Down;
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appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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sprite.Rotation = sprite.Rotation + Angle.FromDegrees(90);
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return;
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}
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mover.Disabled = true;
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}
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public void ExitState(IEntity entity)
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public void ExitState(IEntity entity, AppearanceComponent appearance)
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{
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if (entity.TryGetComponent(out SpriteComponent sprite))
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var newstate = SpeciesComponent.MobState.Stand;
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appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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sprite.Rotation = sprite.Rotation - Angle.FromDegrees(90);
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return;
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}
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mover.Disabled = false;
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}
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bool IActionBlocker.CanInteract()
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@@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using SS14.Server.GameObjects;
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using SS14.Shared.ContentPack;
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using SS14.Shared.GameObjects;
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@@ -12,12 +12,8 @@ using SS14.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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public class SpeciesComponent : Component, IActionBlocker, IOnDamageBehavior
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
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{
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public override string Name => "Species";
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public override uint? NetID => ContentNetIDs.SPECIES;
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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/// </summary>
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@@ -33,11 +29,19 @@ namespace Content.Server.GameObjects
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/// </summary>
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private DamageTemplates DamageTemplate;
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AppearanceComponent Appearance;
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/// <summary>
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/// Variable for serialization
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/// </summary>
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private string templatename;
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public override void Initialize()
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{
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base.Initialize();
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Appearance = Owner.GetComponent<AppearanceComponent>();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -104,9 +108,9 @@ namespace Content.Server.GameObjects
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return;
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}
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CurrentDamageState.ExitState(Owner);
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CurrentDamageState.ExitState(Owner, Appearance);
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CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
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CurrentDamageState.EnterState(Owner);
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CurrentDamageState.EnterState(Owner, Appearance);
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currentstate = threshold;
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}
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