Re-organize all projects (#4166)
This commit is contained in:
27
Content.Shared/MobState/DamageStateHelpers.cs
Normal file
27
Content.Shared/MobState/DamageStateHelpers.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Shared.MobState
|
||||
{
|
||||
public static class DamageStateHelpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Enumerates over <see cref="DamageState"/>, returning them in order
|
||||
/// of alive to dead.
|
||||
/// </summary>
|
||||
/// <returns>An enumerable of <see cref="DamageState"/>.</returns>
|
||||
public static IEnumerable<DamageState> AliveToDead()
|
||||
{
|
||||
foreach (DamageState state in Enum.GetValues(typeof(DamageState)))
|
||||
{
|
||||
if (state == DamageState.Invalid)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
yield return state;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
29
Content.Shared/MobState/DamageStateVisuals.cs
Normal file
29
Content.Shared/MobState/DamageStateVisuals.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.MobState
|
||||
{
|
||||
[Serializable, NetSerializable]
|
||||
public enum DamageStateVisuals
|
||||
{
|
||||
State
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defines what state an <see cref="IEntity"/> is in.
|
||||
///
|
||||
/// Ordered from most alive to least alive.
|
||||
/// To enumerate them in this way see
|
||||
/// <see cref="DamageStateHelpers.AliveToDead"/>.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public enum DamageState : byte
|
||||
{
|
||||
Invalid = 0,
|
||||
Alive = 1,
|
||||
Critical = 2,
|
||||
Dead = 3
|
||||
}
|
||||
}
|
||||
50
Content.Shared/MobState/IMobStateComponent.cs
Normal file
50
Content.Shared/MobState/IMobStateComponent.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
#nullable enable
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.MobState.State;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.MobState
|
||||
{
|
||||
public interface IMobStateComponent : IComponent
|
||||
{
|
||||
IMobState? CurrentState { get; }
|
||||
|
||||
bool IsAlive();
|
||||
|
||||
bool IsCritical();
|
||||
|
||||
bool IsDead();
|
||||
|
||||
bool IsIncapacitated();
|
||||
|
||||
(IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage);
|
||||
|
||||
(IMobState state, int threshold)? GetEarliestCriticalState(int minimumDamage);
|
||||
|
||||
(IMobState state, int threshold)? GetEarliestDeadState(int minimumDamage);
|
||||
|
||||
(IMobState state, int threshold)? GetPreviousCriticalState(int maximumDamage);
|
||||
|
||||
bool TryGetEarliestIncapacitatedState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold);
|
||||
|
||||
bool TryGetEarliestCriticalState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold);
|
||||
|
||||
bool TryGetEarliestDeadState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold);
|
||||
|
||||
bool TryGetPreviousCriticalState(
|
||||
int maximumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold);
|
||||
|
||||
void UpdateState(int damage, bool syncing = false);
|
||||
}
|
||||
}
|
||||
27
Content.Shared/MobState/MobStateChangedMessage.cs
Normal file
27
Content.Shared/MobState/MobStateChangedMessage.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
#nullable enable
|
||||
using Content.Shared.MobState.State;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.MobState
|
||||
{
|
||||
public class MobStateChangedMessage : ComponentMessage
|
||||
{
|
||||
public MobStateChangedMessage(
|
||||
IMobStateComponent component,
|
||||
IMobState? oldMobState,
|
||||
IMobState currentMobState)
|
||||
{
|
||||
Component = component;
|
||||
OldMobState = oldMobState;
|
||||
CurrentMobState = currentMobState;
|
||||
}
|
||||
|
||||
public IEntity Entity => Component.Owner;
|
||||
|
||||
public IMobStateComponent Component { get; }
|
||||
|
||||
public IMobState? OldMobState { get; }
|
||||
|
||||
public IMobState CurrentMobState { get; }
|
||||
}
|
||||
}
|
||||
98
Content.Shared/MobState/State/BaseMobState.cs
Normal file
98
Content.Shared/MobState/State/BaseMobState.cs
Normal file
@@ -0,0 +1,98 @@
|
||||
#nullable enable
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
[ImplicitDataDefinitionForInheritors]
|
||||
public abstract class BaseMobState : IMobState
|
||||
{
|
||||
protected abstract DamageState DamageState { get; }
|
||||
|
||||
public virtual bool IsAlive()
|
||||
{
|
||||
return DamageState == DamageState.Alive;
|
||||
}
|
||||
|
||||
public virtual bool IsCritical()
|
||||
{
|
||||
return DamageState == DamageState.Critical;
|
||||
}
|
||||
|
||||
public virtual bool IsDead()
|
||||
{
|
||||
return DamageState == DamageState.Dead;
|
||||
}
|
||||
|
||||
public virtual bool IsIncapacitated()
|
||||
{
|
||||
return IsCritical() || IsDead();
|
||||
}
|
||||
|
||||
public virtual void EnterState(IEntity entity) { }
|
||||
|
||||
public virtual void ExitState(IEntity entity) { }
|
||||
|
||||
public virtual void UpdateState(IEntity entity, int threshold) { }
|
||||
|
||||
public virtual bool CanInteract()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanMove()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanUse()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanThrow()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanSpeak()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanDrop()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanPickup()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanEmote()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanEquip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanUnequip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool CanChangeDirection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
42
Content.Shared/MobState/State/IMobState.cs
Normal file
42
Content.Shared/MobState/State/IMobState.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
#nullable enable
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the blocking effects of an associated <see cref="DamageState"/>
|
||||
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
|
||||
/// exiting the state.
|
||||
/// </summary>
|
||||
public interface IMobState : IActionBlocker
|
||||
{
|
||||
bool IsAlive();
|
||||
|
||||
bool IsCritical();
|
||||
|
||||
bool IsDead();
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the mob is in a critical or dead state.
|
||||
/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
|
||||
/// </summary>
|
||||
/// <returns>true if it is, false otherwise.</returns>
|
||||
bool IsIncapacitated();
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is entered.
|
||||
/// </summary>
|
||||
void EnterState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is left for a different state.
|
||||
/// </summary>
|
||||
void ExitState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is updated.
|
||||
/// </summary>
|
||||
void UpdateState(IEntity entity, int threshold);
|
||||
}
|
||||
}
|
||||
92
Content.Shared/MobState/State/SharedCriticalMobState.cs
Normal file
92
Content.Shared/MobState/State/SharedCriticalMobState.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
#nullable enable
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Standing;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
|
||||
/// </summary>
|
||||
public abstract class SharedCriticalMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Critical;
|
||||
|
||||
public override void EnterState(IEntity entity)
|
||||
{
|
||||
base.EnterState(entity);
|
||||
|
||||
if (entity.TryGetComponent(out SharedAlertsComponent? status))
|
||||
{
|
||||
status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExitState(IEntity entity)
|
||||
{
|
||||
base.ExitState(entity);
|
||||
|
||||
EntitySystem.Get<SharedStandingStateSystem>().Standing(entity);
|
||||
}
|
||||
|
||||
public override bool CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
95
Content.Shared/MobState/State/SharedDeadMobState.cs
Normal file
95
Content.Shared/MobState/State/SharedDeadMobState.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
public abstract class SharedDeadMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Dead;
|
||||
|
||||
public override void EnterState(IEntity entity)
|
||||
{
|
||||
base.EnterState(entity);
|
||||
var wake = entity.EnsureComponent<CollisionWakeComponent>();
|
||||
wake.Enabled = true;
|
||||
}
|
||||
|
||||
public override void ExitState(IEntity entity)
|
||||
{
|
||||
base.ExitState(entity);
|
||||
if (entity.HasComponent<CollisionWakeComponent>())
|
||||
{
|
||||
entity.RemoveComponent<CollisionWakeComponent>();
|
||||
}
|
||||
}
|
||||
|
||||
public override bool CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanShiver()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanSweat()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
408
Content.Shared/MobState/State/SharedMobStateComponent.cs
Normal file
408
Content.Shared/MobState/State/SharedMobStateComponent.cs
Normal file
@@ -0,0 +1,408 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.NetIDs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// When attached to an <see cref="IDamageableComponent"/>,
|
||||
/// this component will handle critical and death behaviors for mobs.
|
||||
/// Additionally, it handles sending effects to clients
|
||||
/// (such as blur effect for unconsciousness) and managing the health HUD.
|
||||
/// </summary>
|
||||
public abstract class SharedMobStateComponent : Component, IMobStateComponent, IActionBlocker
|
||||
{
|
||||
public override string Name => "MobState";
|
||||
|
||||
public override uint? NetID => ContentNetIDs.MOB_STATE;
|
||||
|
||||
/// <summary>
|
||||
/// States that this <see cref="SharedMobStateComponent"/> mapped to
|
||||
/// the amount of damage at which they are triggered.
|
||||
/// A threshold is reached when the total damage of an entity is equal
|
||||
/// to or higher than the int key, but lower than the next threshold.
|
||||
/// Ordered from lowest to highest.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("thresholds")]
|
||||
private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = default!;
|
||||
|
||||
// TODO Remove Nullability?
|
||||
[ViewVariables]
|
||||
public IMobState? CurrentState { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public int? CurrentThreshold { get; private set; }
|
||||
|
||||
public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
|
||||
if (CurrentState != null && CurrentThreshold != null)
|
||||
{
|
||||
UpdateState(null, (CurrentState, CurrentThreshold.Value));
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
if (Owner.TryGetComponent(out SharedAlertsComponent? status))
|
||||
{
|
||||
status.ClearAlert(AlertType.HumanHealth);
|
||||
}
|
||||
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new MobStateComponentState(CurrentThreshold);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (curState is not MobStateComponentState state)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (CurrentThreshold == state.CurrentThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (state.CurrentThreshold == null)
|
||||
{
|
||||
RemoveState(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateState(state.CurrentThreshold.Value, true);
|
||||
}
|
||||
}
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case DamageChangedMessage msg:
|
||||
if (msg.Damageable.Owner != Owner)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateState(msg.Damageable.TotalDamage);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsAlive()
|
||||
{
|
||||
return CurrentState?.IsAlive() ?? false;
|
||||
}
|
||||
|
||||
public bool IsCritical()
|
||||
{
|
||||
return CurrentState?.IsCritical() ?? false;
|
||||
}
|
||||
|
||||
public bool IsDead()
|
||||
{
|
||||
return CurrentState?.IsDead() ?? false;
|
||||
}
|
||||
|
||||
public bool IsIncapacitated()
|
||||
{
|
||||
return CurrentState?.IsIncapacitated() ?? false;
|
||||
}
|
||||
|
||||
public (IMobState state, int threshold)? GetState(int damage)
|
||||
{
|
||||
foreach (var (threshold, state) in _lowestToHighestStates.Reverse())
|
||||
{
|
||||
if (damage >= threshold)
|
||||
{
|
||||
return (state, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool TryGetState(
|
||||
int damage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
var highestState = GetState(damage);
|
||||
|
||||
if (highestState == null)
|
||||
{
|
||||
state = default;
|
||||
threshold = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
(state, threshold) = highestState.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
private (IMobState state, int threshold)? GetEarliestState(int minimumDamage, Predicate<IMobState> predicate)
|
||||
{
|
||||
foreach (var (threshold, state) in _lowestToHighestStates)
|
||||
{
|
||||
if (threshold < minimumDamage ||
|
||||
!predicate(state))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return (state, threshold);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private (IMobState state, int threshold)? GetPreviousState(int maximumDamage, Predicate<IMobState> predicate)
|
||||
{
|
||||
foreach (var (threshold, state) in _highestToLowestStates)
|
||||
{
|
||||
if (threshold > maximumDamage ||
|
||||
!predicate(state))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return (state, threshold);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public (IMobState state, int threshold)? GetEarliestCriticalState(int minimumDamage)
|
||||
{
|
||||
return GetEarliestState(minimumDamage, s => s.IsCritical());
|
||||
}
|
||||
|
||||
public (IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage)
|
||||
{
|
||||
return GetEarliestState(minimumDamage, s => s.IsIncapacitated());
|
||||
}
|
||||
|
||||
public (IMobState state, int threshold)? GetEarliestDeadState(int minimumDamage)
|
||||
{
|
||||
return GetEarliestState(minimumDamage, s => s.IsDead());
|
||||
}
|
||||
|
||||
public (IMobState state, int threshold)? GetPreviousCriticalState(int minimumDamage)
|
||||
{
|
||||
return GetPreviousState(minimumDamage, s => s.IsCritical());
|
||||
}
|
||||
|
||||
private bool TryGetState(
|
||||
(IMobState state, int threshold)? tuple,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
if (tuple == null)
|
||||
{
|
||||
state = default;
|
||||
threshold = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
(state, threshold) = tuple.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryGetEarliestCriticalState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
var earliestState = GetEarliestCriticalState(minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetEarliestIncapacitatedState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
var earliestState = GetEarliestIncapacitatedState(minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetEarliestDeadState(
|
||||
int minimumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
var earliestState = GetEarliestDeadState(minimumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
public bool TryGetPreviousCriticalState(
|
||||
int maximumDamage,
|
||||
[NotNullWhen(true)] out IMobState? state,
|
||||
out int threshold)
|
||||
{
|
||||
var earliestState = GetPreviousCriticalState(maximumDamage);
|
||||
|
||||
return TryGetState(earliestState, out state, out threshold);
|
||||
}
|
||||
|
||||
private void RemoveState(bool syncing = false)
|
||||
{
|
||||
var old = CurrentState;
|
||||
CurrentState = null;
|
||||
CurrentThreshold = null;
|
||||
|
||||
UpdateState(old, null);
|
||||
|
||||
if (!syncing)
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateState(int damage, bool syncing = false)
|
||||
{
|
||||
if (!TryGetState(damage, out var newState, out var threshold))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateState(CurrentState, (newState, threshold));
|
||||
|
||||
if (!syncing)
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateState(IMobState? old, (IMobState state, int threshold)? current)
|
||||
{
|
||||
if (!current.HasValue)
|
||||
{
|
||||
old?.ExitState(Owner);
|
||||
return;
|
||||
}
|
||||
|
||||
var (state, threshold) = current.Value;
|
||||
|
||||
CurrentThreshold = threshold;
|
||||
|
||||
if (state == old)
|
||||
{
|
||||
state.UpdateState(Owner, threshold);
|
||||
return;
|
||||
}
|
||||
|
||||
old?.ExitState(Owner);
|
||||
|
||||
CurrentState = state;
|
||||
|
||||
state.EnterState(Owner);
|
||||
state.UpdateState(Owner, threshold);
|
||||
|
||||
var message = new MobStateChangedMessage(this, old, state);
|
||||
|
||||
SendMessage(message);
|
||||
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
return CurrentState?.CanInteract() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanMove()
|
||||
{
|
||||
return CurrentState?.CanMove() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUse()
|
||||
{
|
||||
return CurrentState?.CanUse() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanThrow()
|
||||
{
|
||||
return CurrentState?.CanThrow() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanSpeak()
|
||||
{
|
||||
return CurrentState?.CanSpeak() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanDrop()
|
||||
{
|
||||
return CurrentState?.CanDrop() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanPickup()
|
||||
{
|
||||
return CurrentState?.CanPickup() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEmote()
|
||||
{
|
||||
return CurrentState?.CanEmote() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanAttack()
|
||||
{
|
||||
return CurrentState?.CanAttack() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEquip()
|
||||
{
|
||||
return CurrentState?.CanEquip() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUnequip()
|
||||
{
|
||||
return CurrentState?.CanUnequip() ?? true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanChangeDirection()
|
||||
{
|
||||
return CurrentState?.CanChangeDirection() ?? true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class MobStateComponentState : ComponentState
|
||||
{
|
||||
public readonly int? CurrentThreshold;
|
||||
|
||||
public MobStateComponentState(int? currentThreshold) : base(ContentNetIDs.MOB_STATE)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
72
Content.Shared/MobState/State/SharedNormalMobState.cs
Normal file
72
Content.Shared/MobState/State/SharedNormalMobState.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Shared.MobState.State
|
||||
{
|
||||
/// <summary>
|
||||
/// The standard state an entity is in; no negative effects.
|
||||
/// </summary>
|
||||
public abstract class SharedNormalMobState : BaseMobState
|
||||
{
|
||||
protected override DamageState DamageState => DamageState.Alive;
|
||||
|
||||
public override bool CanInteract()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanMove()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanUse()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanThrow()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanSpeak()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanDrop()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanPickup()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanEmote()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanEquip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanUnequip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanChangeDirection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user