Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Nutrition;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Content.Shared.GameObjects.Verbs;
|
||||
using Robust.Server.Console;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
@@ -58,7 +59,11 @@ namespace Content.Server.GlobalVerbs
|
||||
if (target.TryGetComponent(out IDamageableComponent damage))
|
||||
{
|
||||
damage.Heal();
|
||||
damage.CurrentState = DamageState.Alive;
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out IMobStateComponent mobState))
|
||||
{
|
||||
mobState.UpdateState(0);
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out HungerComponent hunger))
|
||||
|
||||
Reference in New Issue
Block a user