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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
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@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Audio;
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@@ -40,17 +41,23 @@ namespace Content.Server.StationEvents
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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foreach (var player in playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null || !player.AttachedEntity.TryGetComponent(out InventoryComponent? inventory)) return;
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var playerEntity = player.AttachedEntity;
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if (playerEntity == null || !playerEntity.TryGetComponent(out InventoryComponent? inventory)) return;
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if (inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.BELT, out ItemComponent? item)
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&& item?.Owner.Prototype?.ID == "UtilityBeltClothingFilledEvent") return;
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if (player.AttachedEntity.TryGetComponent<IDamageableComponent>(out var damageable)
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&& damageable.CurrentState == DamageState.Dead) return;
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if (playerEntity.TryGetComponent(out IDamageableComponent? damageable) &&
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playerEntity.TryGetComponent(out IMobStateComponent? mobState) &&
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mobState.IsDead())
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{
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var playerPos = player.AttachedEntity.Transform.Coordinates;
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var playerPos = playerEntity.Transform.Coordinates;
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entityManager.SpawnEntity("UtilityBeltClothingFilledEvent", playerPos);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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@@ -59,6 +66,7 @@ namespace Content.Server.StationEvents
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var componentManager = IoCManager.Resolve<IComponentManager>();
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foreach (var component in componentManager.EntityQuery<AirlockComponent>()) component.BoltsDown = false;
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}
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public override void Update(float frameTime)
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{
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if (!Running)
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