Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -6,48 +6,48 @@ namespace Content.Shared.Damage.Components;
/// <summary>
/// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType.
/// </summary>
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class StaminaComponent : Component
{
/// <summary>
/// Have we reached peak stamina damage and been paralyzed?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("critical")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Critical;
/// <summary>
/// How much stamina reduces per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("decay")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Decay = 3f;
/// <summary>
/// How much time after receiving damage until stamina starts decreasing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("cooldown")]
public float DecayCooldown = 3f;
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Cooldown = 3f;
/// <summary>
/// How much stamina damage this entity has taken.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("staminaDamage")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float StaminaDamage;
/// <summary>
/// How much stamina damage is required to entire stam crit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("critThreshold")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float CritThreshold = 100f;
/// <summary>
/// How long will this mob be stunned for?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("stunTime")]
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(6);
/// <summary>
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
/// </summary>
[DataField("nextUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
}

View File

@@ -16,11 +16,9 @@ using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Damage.Systems;
@@ -52,8 +50,7 @@ public sealed partial class StaminaSystem : EntitySystem
SubscribeLocalEvent<StaminaComponent, EntityUnpausedEvent>(OnStamUnpaused);
SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StaminaComponent, ComponentGetState>(OnStamGetState);
SubscribeLocalEvent<StaminaComponent, ComponentHandleState>(OnStamHandleState);
SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
@@ -67,31 +64,8 @@ public sealed partial class StaminaSystem : EntitySystem
component.NextUpdate += args.PausedTime;
}
private void OnStamGetState(EntityUid uid, StaminaComponent component, ref ComponentGetState args)
private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref AfterAutoHandleStateEvent args)
{
args.State = new StaminaComponentState()
{
Critical = component.Critical,
Decay = component.Decay,
CritThreshold = component.CritThreshold,
DecayCooldown = component.DecayCooldown,
LastUpdate = component.NextUpdate,
StaminaDamage = component.StaminaDamage,
};
}
private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref ComponentHandleState args)
{
if (args.Current is not StaminaComponentState state)
return;
component.Critical = state.Critical;
component.Decay = state.Decay;
component.CritThreshold = state.CritThreshold;
component.DecayCooldown = state.DecayCooldown;
component.NextUpdate = state.LastUpdate;
component.StaminaDamage = state.StaminaDamage;
if (component.Critical)
EnterStamCrit(uid, component);
else
@@ -283,7 +257,7 @@ public sealed partial class StaminaSystem : EntitySystem
// Reset the decay cooldown upon taking damage.
if (oldDamage < component.StaminaDamage)
{
var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.DecayCooldown);
var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
if (component.NextUpdate < nextUpdate)
component.NextUpdate = nextUpdate;
@@ -419,18 +393,6 @@ public sealed partial class StaminaSystem : EntitySystem
Dirty(component);
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
}
[Serializable, NetSerializable]
private sealed class StaminaComponentState : ComponentState
{
public bool Critical;
public float Decay;
public float DecayCooldown;
public float StaminaDamage;
public float CritThreshold;
public TimeSpan LastUpdate;
}
}
/// <summary>