ECS damageable (#4529)

* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
This commit is contained in:
Leon Friedrich
2021-09-15 03:07:37 +10:00
committed by GitHub
parent 22cc42ff50
commit df584ad446
212 changed files with 2876 additions and 3441 deletions

View File

@@ -1,6 +1,5 @@
using System.Text;
using System.Collections.Generic;
using Content.Shared.Damage;
using System.Linq;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
@@ -10,6 +9,7 @@ using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using static Content.Shared.MedicalScanner.SharedMedicalScannerComponent;
using static Robust.Client.UserInterface.Controls.BoxContainer;
using Content.Shared.Damage.Prototypes;
namespace Content.Client.MedicalScanner.UI
{
@@ -55,59 +55,36 @@ namespace Content.Client.MedicalScanner.UI
{
text.Append($"{Loc.GetString("medical-scanner-window-entity-health-text", ("entityName", entity.Name))}\n");
// Show the total damage
var totalDamage = state.DamagePerTypeID.Values.Sum();
var totalDamage = state.DamagePerType.Values.Sum();
text.Append($"{Loc.GetString("medical-scanner-window-entity-damage-total-text", ("amount", totalDamage))}\n");
// Keep track of how many damage types we have shown
HashSet<string> shownTypeIDs = new();
HashSet<string> shownTypes = new();
// First show just the total damage and type breakdown for each damge group that is fully supported by that entitygroup.
foreach (var (damageGroupID, damageAmount) in state.DamagePerSupportedGroupID)
// Show the total damage and type breakdown for each damage group.
foreach (var (damageGroupID, damageAmount) in state.DamagePerGroup)
{
// Show total damage for the group
text.Append($"\n{Loc.GetString("medical-scanner-window-damage-group-text", ("damageGroup", damageGroupID), ("amount", damageAmount))}");
// Then show the damage for each type in that group.
// currently state has a dictionary mapping groupsIDs to damage, and typeIDs to damage, but does not know how types and groups are related.
// So use PrototypeManager.
// Show the damage for each type in that group.
var group = IoCManager.Resolve<IPrototypeManager>().Index<DamageGroupPrototype>(damageGroupID);
foreach (var type in group.DamageTypes)
{
if (state.DamagePerTypeID.TryGetValue(type.ID, out var typeAmount))
if (state.DamagePerType.TryGetValue(type, out var typeAmount))
{
// If damage types are allowed to belong to more than one damage group, they may appear twice here. Mark them as duplicate.
if (!shownTypeIDs.Contains(type.ID))
if (!shownTypes.Contains(type))
{
shownTypeIDs.Add(type.ID);
text.Append($"\n- {Loc.GetString("medical-scanner-window-damage-type-text", ("damageType", type.ID), ("amount", typeAmount))}");
shownTypes.Add(type);
text.Append($"\n- {Loc.GetString("medical-scanner-window-damage-type-text", ("damageType", type), ("amount", typeAmount))}");
}
else {
text.Append($"\n- {Loc.GetString("medical-scanner-window-damage-type-duplicate-text", ("damageType", type.ID), ("amount", typeAmount))}");
text.Append($"\n- {Loc.GetString("medical-scanner-window-damage-type-duplicate-text", ("damageType", type), ("amount", typeAmount))}");
}
}
}
text.Append('\n');
}
// Then, lets also list any damageType that was not fully Supported by the entity's damageContainer
var textAppendix = new StringBuilder();
int totalMiscDamage = 0;
// Iterate over ids that have not been printed.
foreach (var damageTypeID in state.DamagePerTypeID.Keys.Where(typeID => !shownTypeIDs.Contains(typeID)))
{
//This damage type was not yet added to the text.
textAppendix.Append($"\n- {Loc.GetString("medical-scanner-window-damage-type-text", ("damageType", damageTypeID), ("amount", state.DamagePerTypeID[damageTypeID]))}");
totalMiscDamage += state.DamagePerTypeID[damageTypeID];
}
// Is there any information to show? Did any damage types not belong to a group?
if (textAppendix.Length > 0) {
text.Append($"\n{Loc.GetString("medical-scanner-window-damage-group-text", ("damageGroup", "Miscellaneous"), ("amount", totalMiscDamage))}");
text.Append(textAppendix);
}
_diagnostics.Text = text.ToString();
ScanButton.Disabled = state.IsScanned;