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

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