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# Description Implements the softcrit functionality. Similiar to critical state but spessmen will be able to communicate and crawl around, but not pick up items. Also supports configuring what is and isn't allowed in different MobStates (per mob prototype): you can enable picking up items while in softcrit so people can pick up their lasgun and continue shooting after taking a 40x46mm to their ass cheeks from the guest nukies while being dragged to safety.  <details> <summary><h1>Technical details</h1></summary> New prototype type: "mobStateParams" (`MobStateParametersPrototype`) Used to specify what can and can't be done when in a certain mobstate. Of note that they are not actually bound to any `MobState` by themselves. To assign a params prototype to a mobstate, use `InitMobStateParams` in `MobStateComponent`. It has to be a prototype because if I just did something akin to `Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check the parent and copy every flag besides the one you wish to modify. That is, if I understand how the prototype system works correctly, which I frankly doubt. <!-- Working on softcrit made me hate prototypes. --> MobStateComponent now has: - `Dictionary<string, string> InitMobStateParams`, for storing "mobstate - parameter prototype" pairs. `<string, string>` because it has to be editable via mob prototypes. Named "mobStateParams" for mob prototypes. - `public Dictionary<MobState, MobStateParametersPrototype> MobStateParams` for actually storing the params for each state - `public Dictionary<MobState, MobStateParametersOverride> MobStateParamsOverrides` for storing overrides. `MobStateParametersOverride` is a struct which mirrors all `MobStateParametersPrototype`'s fields, except they're all nullable. This is meant for code which wants to temporarily override some setting, like a spell which allows dead people to talk. This is not the best solution, but it should do at first. A better option would be tracking each change separately, instead of hoping different systems overriding the same flag will play nicely with eachother. - a shitton of getter methods TraitModifyMobState now has: - `public Dictionary<string, string> Params` to specify a new prototype to use. - Important note: All values of `MobStateParametersPrototype` are nullable, which is a hack to support `TraitModifyMobState`. This trait takes one `MobStateParametersPrototype` per mobstate and applies all of its non-null values. This way, a params prototype can be created which will only have `pointing: true` and the trait can apply it (e.g. to critstate, so we can spam pointing while dying like it's a game of turbo dota) - The above is why that wall of getters exists: They check the relevant override struct, then the relevant prototype. If both are null, they default to false (0f for floats.) The only exception is OxyDamageOverlay, because it's used both for oxy damage overlay (if null) and as a vision-limiting black void in crit.. MobStateSystem now has: - a bunch of new "IsSomething"/"CanDoSomething" methods to check the various flags, alongside rewritten old ones. -  lookin ahh predicate factory </details> --- # TODO done: - [x] Make proper use of `MobStateSystem.IsIncapacitated()`. done: some checks were changed, some left as they did what was (more or less) intended. <details>Previous `IsIncapacitated()` implementation simply checked if person was in crit or dead. Now there is a `IsIncapacitated` flag in the parameters, but it's heavily underutilized. I may need some help on this one, since I don't know where would be a good place to check for it and I absolutely will not just scour the entire build in search for them. </details> - [x] Separate force-dropping items from being downed done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Don't drop items if `ForceDown` is true but `PickingUp` is also true. done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Actually check what are "conscious attempts" are used for done: whether or not mob is conscious. Renamed the bool field accordingly. - [x] Look into adding a way to make people choke "slowly" in softcrit as opposed to choking at "regular speed" in crit. Make that into a param option? Make that into a float so the speed can be finetuned? done: `BreathingMultiplier` float field added. <details> 1f is regular breathing, 0.25 is "quarter-breathing". Air taken is multiplied by `BreathingMultiplier` and suffocation damage taken (that is dealt by RespiratorSystem, not all oxy damage) is multiplied by `1-BreathingMultiplier`. </details> - [x] make sure the serializer actually does its job done: it doesn't. Removed. - [x] Make an option to prohibit using radio headsets while in softcrit done: Requires Incapacitated parameter to be false to be able to use headset radio. - [x] Make sure it at least compiles not done: - [ ] probably move some other stuff to Params if it makes sense. Same thing as with `IsIncapacitated` though: I kinda don't want to, at least for now. --- <details><summary><h1>No media</h1></summary> <p> :p </p> </details> --- # Changelog 🆑 - add: Soft critical state. Crawl to safety, or to your doom - whatever is closer. --------- Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
200 lines
10 KiB
C#
200 lines
10 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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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;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Serialization.Markdown.Validation;
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using Robust.Shared.Serialization.Markdown.Value;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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using Robust.Shared.Serialization.TypeSerializers.Interfaces;
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using System.ComponentModel.DataAnnotations;
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using System.Linq;
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using System.Runtime.CompilerServices;
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namespace Content.Shared.Mobs.Components;
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/// <summary>
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/// When attached to an <see cref="DamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class MobStateComponent : Component
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{
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[DataField("mobStateParams")]
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public Dictionary<string, string> InitMobStateParams = new()
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{
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{"Alive", "AliveDefault" },
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{"SoftCritical", "SoftCriticalDefault" },
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{"Critical", "CriticalDefault" },
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{"Dead", "DeadDefault" }
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};
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[AutoNetworkedField, ViewVariables]
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public Dictionary<MobState, MobStateParametersPrototype> MobStateParams = new();
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/// <summary>
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/// Use this to modify mobstate parameters without actually overwrithing them.
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/// </summary>
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[AutoNetworkedField, ViewVariables]
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public Dictionary<MobState, MobStateParametersOverride> MobStateParamsOverrides = new()
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{
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{ MobState.Alive, new() },
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{ MobState.SoftCritical, new() },
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{ MobState.Critical, new() },
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{ MobState.Dead, new() }
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};
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[ViewVariables]
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public MobStateParametersPrototype CurrentStateParams => MobStateParams[CurrentState];
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[ViewVariables]
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public MobStateParametersOverride CurrentStateOverrides => MobStateParamsOverrides[CurrentState];
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//default mobstate is always the lowest state level
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[AutoNetworkedField, ViewVariables]
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public MobState CurrentState { get; set; } = MobState.Alive;
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[DataField]
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[AutoNetworkedField]
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public HashSet<MobState> AllowedStates = new()
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{
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MobState.Alive,
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MobState.SoftCritical,
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MobState.Critical,
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MobState.Dead
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};
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#region terraria wall of getters boss
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private MobStateParametersOverride GetOverride(MobState? State = null) { MobStateParamsOverrides.TryGetValue(State ?? CurrentState, out var value); return value; }
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private MobStateParametersPrototype? GetParams(MobState? State = null) { MobStateParams.TryGetValue(State ?? CurrentState, out var value); return value; }
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// the "?." and "?? false" at the end is because at round restard MobStateParams apparently can be wiped,
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// but stuff that relies on it will still run, and I don't know why. Cool.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanMove(MobState? State = null) => GetOverride(State).Moving ?? GetParams(State)?.Moving ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanTalk(MobState? State = null) => GetOverride(State).Talking ?? GetParams(State)?.Talking ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanEmote(MobState? State = null) => GetOverride(State).Emoting ?? GetParams(State)?.Emoting ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanThrow(MobState? State = null) => GetOverride(State).Throwing ?? GetParams(State)?.Throwing ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanPickUp(MobState? State = null) => GetOverride(State).PickingUp ?? GetParams(State)?.PickingUp ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanPull(MobState? State = null) => GetOverride(State).Pulling ?? GetParams(State)?.Pulling ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanAttack(MobState? State = null) => GetOverride(State).Attacking ?? GetParams(State)?.Attacking ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanUse(MobState? State = null) => GetOverride(State).Using ?? GetParams(State)?.Using ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanPoint(MobState? State = null) =>GetOverride(State).Pointing ?? GetParams(State)?.Pointing ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsConscious(MobState? State = null) => GetOverride(State).IsConscious ?? GetParams(State)?.IsConscious ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsDowned(MobState? State = null) => GetOverride(State).ForceDown ?? GetParams(State)?.ForceDown ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool ShouldDropItems(MobState? State = null) => GetOverride(State).DropItemsOnEntering ?? GetParams(State)?.DropItemsOnEntering ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsIncapacitated(MobState? State = null) => GetOverride(State).Incapacitated ?? GetParams(State)?.Incapacitated ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsThreatening(MobState? State = null) => GetOverride(State).Threatening ?? GetParams(State)?.Threatening ?? true; // :)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanEquipSelf(MobState? State = null) => GetOverride(State).CanEquipSelf ?? GetParams(State)?.CanEquipSelf ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanUnequipSelf(MobState? State = null) => GetOverride(State).CanUnequipSelf ?? GetParams(State)?.CanUnequipSelf ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanEquipOther(MobState? State = null) => GetOverride(State).CanEquipOther ?? GetParams(State)?.CanEquipOther ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool CanUnequipOther(MobState? State = null) => GetOverride(State).CanUnequipOther ?? GetParams(State)?.CanUnequipOther ?? false;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float? GetOxyDamageOverlay(MobState? State = null) => GetOverride(State).OxyDamageOverlay ?? GetParams(State)?.OxyDamageOverlay;
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/// <summary>
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/// Not clamped, but you really should, in case someone decides to be funny with the prototypes.
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/// [0,1].
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float GetBreathingMultiplier(MobState? State = null) => GetOverride(State).BreathingMultiplier ?? GetParams(State)?.BreathingMultiplier ?? 1f;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float GetStrippingTimeMultiplier(MobState? State = null) => GetOverride(State).StrippingTimeMultiplier ?? GetParams(State)?.StrippingTimeMultiplier ?? 1f;
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#endregion
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}
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[NetSerializable, Serializable]
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public struct MobStateParametersOverride
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{
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[DataField]
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public bool? Moving, Talking, Emoting,
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Throwing, PickingUp, Pulling, Attacking, Using, Pointing,
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IsConscious,
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CanEquipSelf, CanUnequipSelf, CanEquipOther, CanUnequipOther,
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ForceDown, DropItemsOnEntering, Incapacitated, Threatening;
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[DataField]
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public float? OxyDamageOverlay, BreathingMultiplier, StrippingTimeMultiplier;
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}
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[Prototype("mobStateParams")]
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[Serializable] // do i need to put netserializable on it?
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public sealed partial class MobStateParametersPrototype : IPrototype, IInheritingPrototype
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{
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[IdDataField]
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public string ID { get; } = default!;
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<MobStateParametersPrototype>))]
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public string[]? Parents { get; private set; }
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[AbstractDataField]
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[NeverPushInheritance]
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public bool Abstract { get; }
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[DataField]
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public bool? Moving, Talking, Emoting,
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Throwing, PickingUp, Pulling, Attacking, Using, Pointing,
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IsConscious,
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CanEquipSelf, CanUnequipSelf, CanEquipOther, CanUnequipOther,
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ForceDown, DropItemsOnEntering, Incapacitated, Threatening;
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[DataField]
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public float? OxyDamageOverlay, BreathingMultiplier, StrippingTimeMultiplier;
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public void MergeWith(MobStateParametersPrototype other)
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{
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this.Moving = other.Moving ?? this.Moving;
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this.Talking = other.Talking ?? this.Talking;
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this.Emoting = other.Emoting ?? this.Emoting;
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this.Throwing = other.Throwing ?? this.Throwing;
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this.PickingUp = other.PickingUp ?? this.PickingUp;
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this.Pulling = other.Pulling ?? this.Pulling;
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this.Attacking = other.Attacking ?? this.Attacking;
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this.Using = other.Using ?? this.Using;
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this.Pointing = other.Pointing ?? this.Pointing;
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this.IsConscious = other.IsConscious ?? this.IsConscious;
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this.CanEquipSelf = other.CanEquipSelf ?? this.CanEquipSelf;
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this.CanEquipOther = other.CanEquipOther ?? this.CanEquipOther;
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this.CanUnequipSelf = other.CanUnequipSelf ?? this.CanUnequipSelf;
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this.CanUnequipOther = other.CanUnequipOther ?? this.CanUnequipOther;
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this.ForceDown = other.ForceDown ?? this.ForceDown;
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this.Incapacitated = other.Incapacitated ?? this.Incapacitated;
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this.Threatening = other.Threatening ?? this.Threatening;
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this.DropItemsOnEntering = other.DropItemsOnEntering ?? this.DropItemsOnEntering;
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this.BreathingMultiplier = other.BreathingMultiplier ?? this.BreathingMultiplier;
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this.OxyDamageOverlay = other.OxyDamageOverlay ?? this.OxyDamageOverlay;
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this.StrippingTimeMultiplier = other.StrippingTimeMultiplier ?? this.StrippingTimeMultiplier;
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}
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}
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