Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#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;
}
}
}
}

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#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
}
}

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#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);
}
}

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#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; }
}
}

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#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;
}
}
}

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#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);
}
}

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#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;
}
}
}

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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;
}
}
}

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#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;
}
}
}

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#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;
}
}
}