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* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
463 lines
18 KiB
C#
463 lines
18 KiB
C#
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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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, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentStartup>(MobThresholdStartup);
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SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
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SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
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}
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private void OnGetState(EntityUid uid, MobThresholdsComponent component, ref ComponentGetState args)
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{
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var thresholds = new Dictionary<FixedPoint2, MobState>();
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foreach (var (key, value) in component.Thresholds)
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{
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thresholds.Add(key, value);
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}
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args.State = new MobThresholdsComponentState(thresholds,
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component.TriggersAlerts,
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component.CurrentThresholdState,
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component.StateAlertDict,
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component.ShowOverlays,
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component.AllowRevives);
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}
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private void OnHandleState(EntityUid uid, MobThresholdsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobThresholdsComponentState state)
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return;
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component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.UnsortedThresholds);
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component.TriggersAlerts = state.TriggersAlerts;
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component.CurrentThresholdState = state.CurrentThresholdState;
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component.AllowRevives = state.AllowRevives;
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}
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#region Public API
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/// <summary>
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/// Gets the next available state for a mob.
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/// </summary>
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/// <param name="target">Target entity</param>
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/// <param name="mobState">Supplied MobState</param>
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/// <param name="nextState">The following MobState. Can be null if there isn't one.</param>
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/// <param name="thresholdsComponent">Threshold Component Owned by the target</param>
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/// <returns>True if the next mob state exists</returns>
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public bool TryGetNextState(
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EntityUid target,
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MobState mobState,
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[NotNullWhen(true)] out MobState? nextState,
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MobThresholdsComponent? thresholdsComponent = null)
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{
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nextState = null;
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if (!Resolve(target, ref thresholdsComponent))
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return false;
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MobState? min = null;
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foreach (var state in thresholdsComponent.Thresholds.Values)
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{
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if (state <= mobState)
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continue;
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if (min == null || state < min)
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min = state;
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}
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nextState = min;
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return nextState != null;
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}
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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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// create a duplicate dictionary so we don't modify while enumerating.
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var thresholds = new Dictionary<FixedPoint2, MobState>(threshold.Thresholds);
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foreach (var (damageThreshold, state) in thresholds)
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{
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if (state != mobState)
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continue;
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threshold.Thresholds.Remove(damageThreshold);
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}
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threshold.Thresholds[damage] = mobState;
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Dirty(target, threshold);
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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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var ev = new MobThresholdChecked(target, mobState, threshold, damageable);
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RaiseLocalEvent(target, ref ev, true);
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UpdateAlerts(target, mobState.CurrentState, threshold, damageable);
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}
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public void SetAllowRevives(EntityUid uid, bool val, MobThresholdsComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.AllowRevives = val;
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Dirty(uid, component);
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VerifyThresholds(uid, component);
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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, EntityUid? origin = null)
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{
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foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
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{
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if (damageableComponent.TotalDamage < threshold)
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continue;
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TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
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break;
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}
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|
}
|
|
|
|
private void TriggerThreshold(
|
|
EntityUid target,
|
|
MobState newState,
|
|
MobStateComponent? mobState = null,
|
|
MobThresholdsComponent? thresholds = null,
|
|
EntityUid? origin = null)
|
|
{
|
|
if (!Resolve(target, ref mobState, ref thresholds) ||
|
|
mobState.CurrentState == newState)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (mobState.CurrentState != MobState.Dead || thresholds.AllowRevives)
|
|
{
|
|
thresholds.CurrentThresholdState = newState;
|
|
Dirty(target, thresholds);
|
|
}
|
|
|
|
_mobStateSystem.UpdateMobState(target, mobState, origin);
|
|
}
|
|
|
|
private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
|
|
DamageableComponent? damageable = null)
|
|
{
|
|
if (!Resolve(target, ref threshold, ref damageable))
|
|
return;
|
|
|
|
// don't handle alerts if they are managed by another system... BobbySim (soon TM)
|
|
if (!threshold.TriggersAlerts)
|
|
return;
|
|
|
|
if (!threshold.StateAlertDict.TryGetValue(currentMobState, out var currentAlert))
|
|
{
|
|
Log.Error($"No alert alert for mob state {currentMobState} for entity {ToPrettyString(target)}");
|
|
return;
|
|
}
|
|
|
|
if (!_alerts.TryGet(currentAlert, out var alertPrototype))
|
|
{
|
|
Log.Error($"Invalid alert type {currentAlert}");
|
|
return;
|
|
}
|
|
|
|
if (alertPrototype.SupportsSeverity)
|
|
{
|
|
var severity = _alerts.GetMinSeverity(currentAlert);
|
|
if (TryGetNextState(target, currentMobState, out var nextState, threshold) &&
|
|
TryGetPercentageForState(target, nextState.Value, damageable.TotalDamage, out var percentage))
|
|
{
|
|
percentage = FixedPoint2.Clamp(percentage.Value, 0, 1);
|
|
|
|
severity = (short) MathF.Round(
|
|
MathHelper.Lerp(
|
|
_alerts.GetMinSeverity(currentAlert),
|
|
_alerts.GetMaxSeverity(currentAlert),
|
|
percentage.Value.Float()));
|
|
}
|
|
_alerts.ShowAlert(target, currentAlert, severity);
|
|
}
|
|
else
|
|
{
|
|
_alerts.ShowAlert(target, currentAlert);
|
|
}
|
|
}
|
|
|
|
private void OnDamaged(EntityUid target, MobThresholdsComponent thresholds, DamageChangedEvent args)
|
|
{
|
|
if (!TryComp<MobStateComponent>(target, out var mobState))
|
|
return;
|
|
CheckThresholds(target, mobState, thresholds, args.Damageable, args.Origin);
|
|
var ev = new MobThresholdChecked(target, mobState, thresholds, args.Damageable);
|
|
RaiseLocalEvent(target, ref ev, true);
|
|
UpdateAlerts(target, mobState.CurrentState, thresholds, args.Damageable);
|
|
}
|
|
|
|
private void MobThresholdStartup(EntityUid target, MobThresholdsComponent thresholds, ComponentStartup args)
|
|
{
|
|
if (!TryComp<MobStateComponent>(target, out var mobState) || !TryComp<DamageableComponent>(target, out var damageable))
|
|
return;
|
|
CheckThresholds(target, mobState, thresholds, damageable);
|
|
var ev = new MobThresholdChecked(target, mobState, thresholds, damageable);
|
|
RaiseLocalEvent(target, ref ev, true);
|
|
UpdateAlerts(target, mobState.CurrentState, thresholds, damageable);
|
|
}
|
|
|
|
private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
|
|
{
|
|
if (component.TriggersAlerts)
|
|
_alerts.ClearAlertCategory(target, AlertCategory.Health);
|
|
}
|
|
|
|
private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
|
|
{
|
|
if (!component.AllowRevives && component.CurrentThresholdState == MobState.Dead)
|
|
{
|
|
args.State = MobState.Dead;
|
|
}
|
|
else if (component.CurrentThresholdState != MobState.Invalid)
|
|
{
|
|
args.State = component.CurrentThresholdState;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event that triggers when an entity with a mob threshold is checked
|
|
/// </summary>
|
|
/// <param name="Target">Target entity</param>
|
|
/// <param name="Threshold">Threshold Component owned by the Target</param>
|
|
/// <param name="MobState">MobState Component owned by the Target</param>
|
|
/// <param name="Damageable">Damageable Component owned by the Target</param>
|
|
[ByRefEvent]
|
|
public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
|
|
MobThresholdsComponent Threshold, DamageableComponent Damageable);
|