Re-organize all projects (#4166)
This commit is contained in:
468
Content.Shared/Damage/Components/DamageableComponent.cs
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468
Content.Shared/Damage/Components/DamageableComponent.cs
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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 System.Linq;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Container;
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using Content.Shared.Damage.Resistances;
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using Content.Shared.NetIDs;
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using Content.Shared.Radiation;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Damage.Components
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{
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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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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
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{
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public override string Name => "Damageable";
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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// TODO define these in yaml?
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public const string DefaultResistanceSet = "defaultResistances";
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public const string DefaultDamageContainer = "metallicDamageContainer";
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private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
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private readonly HashSet<DamageType> _supportedTypes = new();
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private readonly HashSet<DamageClass> _supportedClasses = new();
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[DataField("flags")]
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private DamageFlag _flags;
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[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
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// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
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[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
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[ViewVariables] private ResistanceSet Resistances { get; set; } = new();
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// TODO DAMAGE Cache this
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[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
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[ViewVariables]
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public IReadOnlyDictionary<DamageClass, int> DamageClasses =>
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DamageTypeExtensions.ToClassDictionary(_damageList);
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[ViewVariables] public IReadOnlyDictionary<DamageType, int> DamageTypes => _damageList;
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public DamageFlag Flags
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{
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get => _flags;
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private set
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{
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if (_flags == value)
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{
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return;
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}
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_flags = value;
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Dirty();
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}
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}
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public void AddFlag(DamageFlag flag)
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{
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Flags |= flag;
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}
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public bool HasFlag(DamageFlag flag)
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{
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return Flags.HasFlag(flag);
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}
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public void RemoveFlag(DamageFlag flag)
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{
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Flags &= ~flag;
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}
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public bool SupportsDamageClass(DamageClass @class)
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{
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return _supportedClasses.Contains(@class);
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}
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public bool SupportsDamageType(DamageType type)
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{
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return _supportedTypes.Contains(type);
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}
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public override void Initialize()
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{
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base.Initialize();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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// TODO DAMAGE Serialize damage done and resistance changes
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var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
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_supportedClasses.Clear();
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_supportedTypes.Clear();
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DamageContainerId = damagePrototype.ID;
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_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
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_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
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var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
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Resistances = new ResistanceSet(resistancePrototype);
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}
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protected override void Startup()
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{
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base.Startup();
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ForceHealthChangedEvent();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new DamageableComponentState(_damageList, _flags);
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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 DamageableComponentState state))
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{
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return;
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}
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_damageList.Clear();
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foreach (var (type, damage) in state.DamageList)
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{
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_damageList[type] = damage;
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}
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_flags = state.Flags;
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}
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public int GetDamage(DamageType type)
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{
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return _damageList.GetValueOrDefault(type);
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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 _damageList.TryGetValue(type, out damage);
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}
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public int GetDamage(DamageClass @class)
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{
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if (!SupportsDamageClass(@class))
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{
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return 0;
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}
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var damage = 0;
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foreach (var type in @class.ToTypes())
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{
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damage += GetDamage(type);
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}
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return damage;
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}
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public bool TryGetDamage(DamageClass @class, out int damage)
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{
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if (!SupportsDamageClass(@class))
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{
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damage = 0;
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return false;
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}
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damage = GetDamage(@class);
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return true;
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}
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/// <summary>
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/// Attempts to set the damage value for the given <see cref="DamageType"/>.
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/// </summary>
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/// <returns>
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/// True if successful, false if this container does not support that type.
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/// </returns>
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public bool TrySetDamage(DamageType type, int newValue)
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{
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if (newValue < 0)
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{
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return false;
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}
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var damageClass = type.ToClass();
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if (_supportedClasses.Contains(damageClass))
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{
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var old = _damageList[type] = newValue;
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_damageList[type] = newValue;
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var delta = newValue - old;
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var datum = new DamageChangeData(type, newValue, delta);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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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 void Heal(DamageType type)
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{
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SetDamage(type, 0);
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}
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public void Heal()
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{
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foreach (var type in _supportedTypes)
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{
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Heal(type);
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}
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}
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public bool ChangeDamage(
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DamageType type,
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int amount,
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bool ignoreResistances,
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IEntity? source = null,
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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (!SupportsDamageType(type))
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{
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return false;
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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 = Resistances.CalculateDamage(type, amount);
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}
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if (finalDamage == 0)
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return false;
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if (!_damageList.TryGetValue(type, out var current))
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{
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return false;
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}
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if (current + finalDamage < 0)
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{
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if (current == 0)
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return false;
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_damageList[type] = 0;
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finalDamage = -current;
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}
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else
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{
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_damageList[type] = current + finalDamage;
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}
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current = _damageList[type];
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var datum = new DamageChangeData(type, current, finalDamage);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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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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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (!SupportsDamageClass(@class))
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{
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return false;
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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)
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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 damage = GetDamage(type);
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var healAmount = Math.Min(healingLeft, damage);
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healAmount = Math.Min(healAmount, healPerType);
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ChangeDamage(type, -healAmount, true);
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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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while (damageLeft > 0)
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{
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int damagePerType;
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if (damageLeft < types.Count)
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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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ChangeDamage(type, damageAmount, true);
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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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public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null)
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{
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if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (newValue < 0)
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{
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return false;
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}
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if (!_damageList.ContainsKey(type))
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{
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return false;
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}
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var old = _damageList[type];
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_damageList[type] = newValue;
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var delta = newValue - old;
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var datum = new DamageChangeData(type, 0, delta);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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public void ForceHealthChangedEvent()
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{
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var data = new List<DamageChangeData>();
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foreach (var type in _supportedTypes)
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{
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var damage = GetDamage(type);
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var datum = new DamageChangeData(type, damage, 0);
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data.Add(datum);
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}
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OnHealthChanged(data);
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}
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private void OnHealthChanged(List<DamageChangeData> changes)
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{
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var args = new DamageChangedEventArgs(this, changes);
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OnHealthChanged(args);
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}
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protected virtual void OnHealthChanged(DamageChangedEventArgs e)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
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var message = new DamageChangedMessage(this, e.Data);
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SendMessage(message);
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Dirty();
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}
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void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
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{
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var totalDamage = Math.Max((int)(frameTime * radiation.RadsPerSecond), 1);
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ChangeDamage(DamageType.Radiation, totalDamage, false, radiation.Owner);
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}
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public void OnExplosion(ExplosionEventArgs eventArgs)
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{
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var damage = eventArgs.Severity switch
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{
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ExplosionSeverity.Light => 20,
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ExplosionSeverity.Heavy => 60,
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ExplosionSeverity.Destruction => 250,
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_ => throw new ArgumentOutOfRangeException()
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};
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ChangeDamage(DamageType.Piercing, damage, false);
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ChangeDamage(DamageType.Heat, damage, false);
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}
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}
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[Serializable, NetSerializable]
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public class DamageableComponentState : ComponentState
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{
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public readonly Dictionary<DamageType, int> DamageList;
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public readonly DamageFlag Flags;
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public DamageableComponentState(Dictionary<DamageType, int> damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE)
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{
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DamageList = damageList;
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Flags = flags;
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}
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}
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}
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163
Content.Shared/Damage/Components/IDamageableComponent.cs
Normal file
163
Content.Shared/Damage/Components/IDamageableComponent.cs
Normal file
@@ -0,0 +1,163 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Acts;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Damage.Components
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{
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public interface IDamageableComponent : IComponent, IExAct
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{
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/// <summary>
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/// Sum of all damages taken.
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/// </summary>
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int TotalDamage { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageClass"/>.
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/// </summary>
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IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageType"/>.
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/// </summary>
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IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
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/// <summary>
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/// The damage flags on this component.
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/// </summary>
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DamageFlag Flags { get; }
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/// <summary>
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/// Adds a flag to this component.
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/// </summary>
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/// <param name="flag">The flag to add.</param>
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void AddFlag(DamageFlag flag);
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/// <summary>
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/// Checks whether or not this component has a specific flag.
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/// </summary>
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/// <param name="flag">The flag to check for.</param>
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/// <returns>True if it has the flag, false otherwise.</returns>
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bool HasFlag(DamageFlag flag);
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/// <summary>
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/// Removes a flag from this component.
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/// </summary>
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/// <param name="flag">The flag to remove.</param>
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void RemoveFlag(DamageFlag flag);
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bool SupportsDamageClass(DamageClass @class);
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bool SupportsDamageType(DamageType type);
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/// <summary>
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/// Gets the amount of damage of a type.
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/// </summary>
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/// <param name="type">The type to get the damage of.</param>
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/// <param name="damage">The amount of damage of that type.</param>
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/// <returns>
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/// True if the given <see cref="type"/> is supported, false otherwise.
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/// </returns>
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bool TryGetDamage(DamageType type, out int damage);
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/// <summary>
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/// Gets the amount of damage of a class.
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/// </summary>
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/// <param name="class">The class to get the damage of.</param>
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/// <param name="damage">The amount of damage of that class.</param>
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||||
/// <returns>
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||||
/// True if the given <see cref="@class"/> is supported, false otherwise.
|
||||
/// </returns>
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||||
bool TryGetDamage(DamageClass @class, out int damage);
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||||
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||||
/// <summary>
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||||
/// Changes the specified <see cref="DamageType"/>, applying
|
||||
/// resistance values only if it is damage.
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||||
/// </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="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(
|
||||
DamageType type,
|
||||
int amount,
|
||||
bool ignoreResistances,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? 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="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(
|
||||
DamageClass @class,
|
||||
int amount,
|
||||
bool ignoreResistances,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? 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="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool SetDamage(
|
||||
DamageType type,
|
||||
int newValue,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? 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();
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@ using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Damage.DamageContainer
|
||||
namespace Content.Shared.Damage.Container
|
||||
{
|
||||
/// <summary>
|
||||
/// Prototype for the DamageContainer class.
|
||||
32
Content.Shared/Damage/DamageChangeData.cs
Normal file
32
Content.Shared/Damage/DamageChangeData.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
#nullable enable
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
/// <summary>
|
||||
/// Data class with information on how the value of a
|
||||
/// single <see cref="DamageType"/> has changed.
|
||||
/// </summary>
|
||||
public struct DamageChangeData
|
||||
{
|
||||
/// <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 DamageChangeData(DamageType type, int newValue, int delta)
|
||||
{
|
||||
Type = type;
|
||||
NewValue = newValue;
|
||||
Delta = delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
18
Content.Shared/Damage/DamageChangeParams.cs
Normal file
18
Content.Shared/Damage/DamageChangeParams.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Damage.Components;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
/// <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="SharedBodyComponent"/> may require it for extra data
|
||||
/// (such as selecting which limb to target).
|
||||
/// </summary>
|
||||
public class DamageChangeParams : EventArgs
|
||||
{
|
||||
}
|
||||
}
|
||||
36
Content.Shared/Damage/DamageChangedEventArgs.cs
Normal file
36
Content.Shared/Damage/DamageChangedEventArgs.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Damage.Components;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
public class DamageChangedEventArgs : EventArgs
|
||||
{
|
||||
public DamageChangedEventArgs(IDamageableComponent damageable, IReadOnlyList<DamageChangeData> data)
|
||||
{
|
||||
Damageable = damageable;
|
||||
Data = data;
|
||||
}
|
||||
|
||||
public DamageChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
|
||||
{
|
||||
Damageable = damageable;
|
||||
|
||||
var datum = new DamageChangeData(type, newValue, delta);
|
||||
var data = new List<DamageChangeData> {datum};
|
||||
|
||||
Data = data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
|
||||
/// </summary>
|
||||
public IDamageableComponent Damageable { get; }
|
||||
|
||||
/// <summary>
|
||||
/// List containing data on each <see cref="DamageType"/> that was changed.
|
||||
/// </summary>
|
||||
public IReadOnlyList<DamageChangeData> Data { get; }
|
||||
}
|
||||
}
|
||||
52
Content.Shared/Damage/DamageChangedMessage.cs
Normal file
52
Content.Shared/Damage/DamageChangedMessage.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
public class DamageChangedMessage : ComponentMessage
|
||||
{
|
||||
public DamageChangedMessage(IDamageableComponent damageable, IReadOnlyList<DamageChangeData> data)
|
||||
{
|
||||
Damageable = damageable;
|
||||
Data = data;
|
||||
}
|
||||
|
||||
public DamageChangedMessage(IDamageableComponent damageable, DamageType type, int newValue, int delta)
|
||||
{
|
||||
Damageable = damageable;
|
||||
|
||||
var datum = new DamageChangeData(type, newValue, delta);
|
||||
var data = new List<DamageChangeData> {datum};
|
||||
|
||||
Data = data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
|
||||
/// </summary>
|
||||
public IDamageableComponent Damageable { get; }
|
||||
|
||||
/// <summary>
|
||||
/// List containing data on each <see cref="DamageType"/> that was changed.
|
||||
/// </summary>
|
||||
public IReadOnlyList<DamageChangeData> Data { get; }
|
||||
|
||||
public bool TookDamage
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (var datum in Data)
|
||||
{
|
||||
if (datum.Delta > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Content.Shared/Damage/DamageFlag.cs
Normal file
14
Content.Shared/Damage/DamageFlag.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
[Flags]
|
||||
[Serializable, NetSerializable]
|
||||
public enum DamageFlag
|
||||
{
|
||||
None = 0,
|
||||
Invulnerable = 1 << 0
|
||||
}
|
||||
}
|
||||
67
Content.Shared/Damage/DamageSystem.cs
Normal file
67
Content.Shared/Damage/DamageSystem.cs
Normal file
@@ -0,0 +1,67 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class DamageSystem : EntitySystem
|
||||
{
|
||||
public static ImmutableDictionary<DamageClass, ImmutableList<DamageType>> ClassToType { get; } = DefaultClassToType();
|
||||
|
||||
public static ImmutableDictionary<DamageType, DamageClass> TypeToClass { get; } = DefaultTypeToClass();
|
||||
|
||||
private static ImmutableDictionary<DamageClass, ImmutableList<DamageType>> DefaultClassToType()
|
||||
{
|
||||
return new Dictionary<DamageClass, ImmutableList<DamageType>>
|
||||
{
|
||||
[DamageClass.Brute] = new List<DamageType>
|
||||
{
|
||||
DamageType.Blunt,
|
||||
DamageType.Slash,
|
||||
DamageType.Piercing
|
||||
}.ToImmutableList(),
|
||||
[DamageClass.Burn] = new List<DamageType>
|
||||
{
|
||||
DamageType.Heat,
|
||||
DamageType.Shock,
|
||||
DamageType.Cold
|
||||
}.ToImmutableList(),
|
||||
[DamageClass.Toxin] = new List<DamageType>
|
||||
{
|
||||
DamageType.Poison,
|
||||
DamageType.Radiation
|
||||
}.ToImmutableList(),
|
||||
[DamageClass.Airloss] = new List<DamageType>
|
||||
{
|
||||
DamageType.Asphyxiation,
|
||||
DamageType.Bloodloss
|
||||
}.ToImmutableList(),
|
||||
[DamageClass.Genetic] = new List<DamageType>
|
||||
{
|
||||
DamageType.Cellular
|
||||
}.ToImmutableList()
|
||||
}.ToImmutableDictionary();
|
||||
}
|
||||
|
||||
private static ImmutableDictionary<DamageType, DamageClass> DefaultTypeToClass()
|
||||
{
|
||||
return new Dictionary<DamageType, DamageClass>
|
||||
{
|
||||
{DamageType.Blunt, DamageClass.Brute},
|
||||
{DamageType.Slash, DamageClass.Brute},
|
||||
{DamageType.Piercing, DamageClass.Brute},
|
||||
{DamageType.Heat, DamageClass.Burn},
|
||||
{DamageType.Shock, DamageClass.Burn},
|
||||
{DamageType.Cold, DamageClass.Burn},
|
||||
{DamageType.Poison, DamageClass.Toxin},
|
||||
{DamageType.Radiation, DamageClass.Toxin},
|
||||
{DamageType.Asphyxiation, DamageClass.Airloss},
|
||||
{DamageType.Bloodloss, DamageClass.Airloss},
|
||||
{DamageType.Cellular, DamageClass.Genetic}
|
||||
}.ToImmutableDictionary();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Damage.ResistanceSet
|
||||
namespace Content.Shared.Damage.Resistances
|
||||
{
|
||||
/// <summary>
|
||||
/// Set of resistances used by damageable objects.
|
||||
@@ -6,7 +6,7 @@ using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Damage.ResistanceSet
|
||||
namespace Content.Shared.Damage.Resistances
|
||||
{
|
||||
/// <summary>
|
||||
/// Prototype for the BodyPart class.
|
||||
Reference in New Issue
Block a user