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Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* 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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|
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|
private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
|
|
MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent, EntityUid? origin = null)
|
|
{
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|
foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
|
|
{
|
|
if (damageableComponent.TotalDamage < threshold)
|
|
continue;
|
|
|
|
TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
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|
break;
|
|
}
|
|
}
|
|
|
|
private void TriggerThreshold(
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|
EntityUid target,
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|
MobState newState,
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|
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);
|