As discussed on the Discord, xenos are not humans (#1840)
* As discussed on the Discord, xenos are not humans * Add living component for living beings without a defined body * Merge LivingDamageable and Damageable components * Fix ruinable and state manager inconsistencies * Fix ruinable exposedata * Fix new destructibles yamls * Fix healing not healing * Fix alive not being a valid state * Fix valid state checking
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@@ -18,14 +18,12 @@ using Content.Shared.Body.Template;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -138,11 +136,6 @@ namespace Content.Server.GameObjects.Components.Body
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base.Initialize();
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LoadBodyPreset(Preset);
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foreach (var behavior in Owner.GetAllComponents<IOnHealthChangedBehavior>())
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{
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HealthChangedEvent += behavior.OnHealthChanged;
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}
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}
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protected override void Startup()
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@@ -41,8 +41,6 @@ namespace Content.Server.GameObjects.Components.Damage
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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PerformDestruction();
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break;
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case ExplosionSeverity.Heavy:
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PerformDestruction();
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break;
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@@ -5,7 +5,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Damage
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{
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@@ -18,13 +17,6 @@ namespace Content.Server.GameObjects.Components.Damage
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{
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private DamageState _currentDamageState;
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/// <summary>
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/// How much HP this component can sustain before triggering
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/// <see cref="PerformDestruction"/>.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxHp { get; private set; }
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/// <summary>
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/// Sound played upon destruction.
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/// </summary>
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@@ -35,29 +27,24 @@ namespace Content.Server.GameObjects.Components.Damage
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public override DamageState CurrentDamageState => _currentDamageState;
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public override void Initialize()
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{
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base.Initialize();
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HealthChangedEvent += OnHealthChanged;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, ruinable => ruinable.MaxHp, "maxHP", 100);
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serializer.DataReadWriteFunction(
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"deadThreshold",
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100,
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t => DeadThreshold = t ,
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() => DeadThreshold ?? -1);
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serializer.DataField(this, ruinable => ruinable.DestroySound, "destroySound", string.Empty);
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}
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public override void OnRemove()
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protected override void EnterState(DamageState state)
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{
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base.OnRemove();
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HealthChangedEvent -= OnHealthChanged;
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}
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base.EnterState(state);
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private void OnHealthChanged(HealthChangedEventArgs e)
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{
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if (CurrentDamageState != DamageState.Dead && TotalDamage >= MaxHp)
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if (state == DamageState.Dead)
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{
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PerformDestruction();
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}
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@@ -187,7 +187,12 @@ namespace Content.Server.GameObjects.Components.Mobs
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{
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case RuinableComponent ruinable:
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{
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var modifier = (int) (ruinable.TotalDamage / (ruinable.MaxHp / 7f));
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if (ruinable.DeadThreshold == null)
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{
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break;
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}
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var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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@@ -196,8 +201,12 @@ namespace Content.Server.GameObjects.Components.Mobs
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}
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case BodyManagerComponent body:
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{
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// TODO: Declare body max normal damage (currently 100)
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var modifier = (int) (body.TotalDamage / (100f / 7f));
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if (body.CriticalThreshold == null)
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{
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return;
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}
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var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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