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
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@@ -1,7 +1,7 @@
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using System.Threading.Tasks;
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using Content.Server.Damage;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.MobState;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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@@ -21,7 +21,7 @@ namespace Content.IntegrationTests.Tests.Commands
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id: DamageableDummy
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components:
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- type: Damageable
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damageContainer: biologicalDamageContainer
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damageContainer: Biological
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- type: MobState
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thresholds:
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0: !type:NormalMobState {}
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@@ -47,15 +47,17 @@ namespace Content.IntegrationTests.Tests.Commands
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var human = entityManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
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// Sanity check
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Assert.True(human.TryGetComponent(out IDamageableComponent damageable));
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Assert.True(human.TryGetComponent(out DamageableComponent damageable));
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Assert.True(human.TryGetComponent(out IMobStateComponent mobState));
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mobState.UpdateState(0);
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Assert.That(mobState.IsAlive, Is.True);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.False);
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Assert.That(mobState.IsIncapacitated, Is.False);
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// Kill the entity
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damageable.TryChangeDamage(prototypeManager.Index<DamageGroupPrototype>("Toxin"), 10000000, true);
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DamageSpecifier damage = new(prototypeManager.Index<DamageGroupPrototype>("Toxin"), 10000000);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(human.Uid, damage, true);
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// Check that it is dead
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Assert.That(mobState.IsAlive, Is.False);
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