Generalize ResistanceSets into DamageModifierSets (#4619)
* generalize ResistanceSets into DamageModifierSets * remove unneeded test prototype
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@@ -25,7 +25,7 @@ namespace Content.Shared.Damage
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/// </summary>
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private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
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{
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if (component.DamageContainerID != null &&
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if (component.DamageContainerID != null &&
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_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
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out var damageContainerPrototype))
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{
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@@ -118,11 +118,11 @@ namespace Content.Shared.Damage
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}
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// Apply resistances
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if (!ignoreResistances && damageable.ResistanceSetID != null)
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if (!ignoreResistances && damageable.DamageModifierSetId != null)
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{
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if (_prototypeManager.TryIndex<ResistanceSetPrototype>(damageable.ResistanceSetID, out var resistanceSet))
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if (_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
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{
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damage = DamageSpecifier.ApplyResistanceSet(damage, resistanceSet);
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damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
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}
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if (damage.Empty)
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@@ -174,7 +174,7 @@ namespace Content.Shared.Damage
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private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
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{
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args.State = new DamageableComponentState(component.Damage.DamageDict, component.ResistanceSetID);
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args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId);
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}
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private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
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@@ -184,7 +184,7 @@ namespace Content.Shared.Damage
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return;
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}
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component.ResistanceSetID = state.ResistanceSetID;
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component.DamageModifierSetId = state.ModifierSetId;
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// Has the damage actually changed?
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DamageSpecifier newDamage = new() { DamageDict = state.DamageDict };
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@@ -202,7 +202,7 @@ namespace Content.Shared.Damage
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public class DamageChangedEvent : EntityEventArgs
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{
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/// <summary>
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/// This is the component whose damage was changed.
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/// This is the component whose damage was changed.
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/// </summary>
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/// <remarks>
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/// Given that nearly every component that cares about a change in the damage, needs to know the
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