Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
394
Content.Shared/Mobs/Systems/MobThresholdSystem.cs
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394
Content.Shared/Mobs/Systems/MobThresholdSystem.cs
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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.Mobs.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Mobs.Systems;
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public sealed class MobThresholdSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<MobThresholdsComponent, MapInitEvent>(MobThresholdMapInit);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
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SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetComponentState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleComponentState);
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SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
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}
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#region Public API
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/// <summary>
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/// Get the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>the threshold or 0 if it doesn't exist</returns>
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public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
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MobThresholdsComponent? thresholdComponent = null)
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{
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if (!Resolve(target, ref thresholdComponent))
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return FixedPoint2.Zero;
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foreach (var pair in thresholdComponent.Thresholds)
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{
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if (pair.Value == mobState)
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{
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return pair.Key;
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}
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}
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return FixedPoint2.Zero;
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}
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/// <summary>
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/// Try to get the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="threshold">The damage Threshold for the given state</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved a threshold</returns>
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public bool TryGetThresholdForState(EntityUid target, MobState mobState,
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[NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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foreach (var pair in thresholdComponent.Thresholds)
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{
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if (pair.Value == mobState)
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{
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threshold = pair.Key;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="damage">The Damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved a percentage</returns>
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public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
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return false;
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percentage = damage / threshold;
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return true;
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}
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/// <summary>
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/// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">The Damage Threshold for incapacitation</param>
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/// <param name="thresholdComponent">Threshold Component owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation threshold</returns>
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public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
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|| TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
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}
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/// <summary>
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/// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">The damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation percentage</returns>
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public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
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return false;
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if (damage == 0)
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{
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percentage = 0;
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return true;
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}
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percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
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return true;
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}
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/// <summary>
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/// Try to get the Damage Threshold for death
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">The Damage Threshold for death</param>
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/// <param name="thresholdComponent">Threshold Component owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation threshold</returns>
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public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
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}
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/// <summary>
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/// Try to get a percentage of the Damage Threshold for death
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">The damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved death percentage</returns>
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public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
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return false;
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if (damage == 0)
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{
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percentage = 0;
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return true;
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}
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percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
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return true;
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}
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/// <summary>
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/// Takes the damage from one entity and scales it relative to the health of another
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/// </summary>
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/// <param name="target1">The entity whose damage will be scaled</param>
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/// <param name="target2">The entity whose health the damage will scale to</param>
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/// <param name="damage">The newly scaled damage. Can be null</param>
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public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
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{
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damage = null;
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if (!TryComp<DamageableComponent>(target1, out var oldDamage))
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return false;
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if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
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!TryComp<MobThresholdsComponent>(target2, out var threshold2))
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return false;
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if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
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ent1DeadThreshold = 0;
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if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
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ent2DeadThreshold = 0;
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damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
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return true;
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}
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/// <summary>
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/// Set a MobState Threshold or create a new one if it doesn't exist
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">Damageable Component owned by the target</param>
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/// <param name="mobState">MobState Component owned by the target</param>
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/// <param name="threshold">MobThreshold Component owned by the target</param>
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public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
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MobThresholdsComponent? threshold = null)
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{
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if (!Resolve(target, ref threshold))
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return;
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threshold.Thresholds[damage] = mobState;
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VerifyThresholds(target, threshold);
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}
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/// <summary>
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/// Checks to see if we should change states based on thresholds.
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/// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">Threshold Component owned by the Target</param>
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/// <param name="mobState">MobState Component owned by the Target</param>
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/// <param name="damageable">Damageable Component owned by the Target</param>
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public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
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MobStateComponent? mobState = null, DamageableComponent? damageable = null)
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{
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if (!Resolve(target, ref mobState, ref threshold, ref damageable))
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return;
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CheckThresholds(target, mobState, threshold, damageable);
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}
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#endregion
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#region Private Implementation
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private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
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MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent)
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{
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foreach (var (threshold, mobState) in thresholdsComponent.Thresholds)
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{
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if (damageableComponent.TotalDamage < threshold)
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continue;
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TriggerThreshold(target, thresholdsComponent.CurrentThresholdState, mobState, mobStateComponent,
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thresholdsComponent);
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}
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var ev = new MobThresholdChecked(target, mobStateComponent, thresholdsComponent, damageableComponent);
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RaiseLocalEvent(target, ref ev, true);
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UpdateAlerts(target, mobStateComponent.CurrentState, thresholdsComponent, damageableComponent);
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}
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private void TriggerThreshold(
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EntityUid target,
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MobState oldState,
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MobState newState,
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MobStateComponent? mobState = null,
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MobThresholdsComponent? thresholds = null)
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{
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if (oldState == newState ||
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!Resolve(target, ref mobState, ref thresholds))
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{
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return;
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}
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thresholds.CurrentThresholdState = newState;
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_mobStateSystem.UpdateMobState(target, mobState);
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Dirty(target);
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}
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private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
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DamageableComponent? damageable = null)
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{
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if (!Resolve(target, ref threshold, ref damageable))
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return;
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// don't handle alerts if they are managed by another system... BobbySim (soon TM)
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if (!threshold.TriggersAlerts)
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return;
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switch (currentMobState)
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{
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case MobState.Alive:
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{
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var severity = _alerts.GetMinSeverity(AlertType.HumanHealth);
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if (TryGetIncapPercentage(target, damageable.TotalDamage, out var percentage))
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{
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severity = (short) MathF.Floor(percentage.Value.Float() *
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_alerts.GetMaxSeverity(AlertType.HumanHealth));
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}
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_alerts.ShowAlert(target, AlertType.HumanHealth, severity);
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break;
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}
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case MobState.Critical:
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{
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_alerts.ShowAlert(target, AlertType.HumanCrit);
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break;
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}
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case MobState.Dead:
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{
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_alerts.ShowAlert(target, AlertType.HumanDead);
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break;
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}
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case MobState.Invalid:
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default:
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throw new ArgumentOutOfRangeException(nameof(currentMobState), currentMobState, null);
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}
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}
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private void OnDamaged(EntityUid target, MobThresholdsComponent mobThresholdsComponent, DamageChangedEvent args)
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{
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var mobStateComp = EnsureComp<MobStateComponent>(target);
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CheckThresholds(target, mobStateComp, mobThresholdsComponent, args.Damageable);
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}
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private void OnHandleComponentState(EntityUid target, MobThresholdsComponent component,
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ref ComponentHandleState args)
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{
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if (args.Current is not MobThresholdComponentState state)
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return;
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component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.Thresholds);
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component.CurrentThresholdState = state.CurrentThresholdState;
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}
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private void OnGetComponentState(EntityUid target, MobThresholdsComponent component, ref ComponentGetState args)
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{
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args.State = new MobThresholdComponentState(component.CurrentThresholdState,
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new Dictionary<FixedPoint2, MobState>(component.Thresholds));
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}
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private void MobThresholdMapInit(EntityUid target, MobThresholdsComponent component, MapInitEvent args)
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{
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// TODO remove when body sim is implemented
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EnsureComp<MobStateComponent>(target);
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EnsureComp<DamageableComponent>(target);
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if (!component.Thresholds.TryFirstOrNull(out var newState))
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return;
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component.CurrentThresholdState = newState.Value.Value;
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TriggerThreshold(target, MobState.Invalid, newState.Value.Value, thresholds: component);
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UpdateAlerts(target, newState.Value.Value, component);
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}
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private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
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{
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if (component.TriggersAlerts)
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_alerts.ClearAlertCategory(target, AlertCategory.Health);
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}
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private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
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{
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if (component.CurrentThresholdState != MobState.Invalid)
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args.State = component.CurrentThresholdState;
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}
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#endregion
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}
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/// <summary>
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/// Event that triggers when an entity with a mob threshold is checked
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/// </summary>
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/// <param name="Target">Target entity</param>
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/// <param name="Threshold">Threshold Component owned by the Target</param>
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/// <param name="MobState">MobState Component owned by the Target</param>
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/// <param name="Damageable">Damageable Component owned by the Target</param>
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[ByRefEvent]
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public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
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MobThresholdsComponent Threshold, DamageableComponent Damageable)
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{
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}
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