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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@@ -5,11 +5,8 @@ using Content.Server.Pressure;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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@@ -22,21 +19,14 @@ namespace Content.Server.Atmos.Components
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{
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public override string Name => "Barotrauma";
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove Initialize override, if no longer needed.
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[DataField("damageType")] private readonly string _damageTypeID = "Blunt";
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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public DamageSpecifier Damage = default!;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float airPressure)
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{
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
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if (!Owner.HasComponent<DamageableComponent>()) return;
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var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
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var highPressureMultiplier = 1f;
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@@ -59,7 +49,7 @@ namespace Content.Server.Atmos.Components
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goto default;
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, Atmospherics.LowPressureDamage,true);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * Atmospherics.LowPressureDamage, true);
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if (status == null) break;
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@@ -79,10 +69,10 @@ namespace Content.Server.Atmos.Components
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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var damageScale = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, damage,true);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale, true);
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if (status == null) break;
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@@ -10,7 +10,6 @@ using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Temperature;
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@@ -20,8 +19,6 @@ using Robust.Shared.Localization;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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namespace Content.Server.Atmos.Components
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{
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@@ -45,17 +42,9 @@ namespace Content.Server.Atmos.Components
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[DataField("canResistFire")]
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public bool CanResistFire { get; private set; } = false;
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove Initialize override, if no longer needed.
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[DataField("damageType")]
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private readonly string _damageTypeID = "Heat"!;
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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public DamageSpecifier Damage = default!;
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public void Extinguish()
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{
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@@ -102,12 +91,9 @@ namespace Content.Server.Atmos.Components
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temp.ReceiveHeat(200 * FireStacks);
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}
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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// TODO ATMOS Fire resistance from armor
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var damage = Math.Min((int) (FireStacks * 2.5f), 10);
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damageable.TryChangeDamage(DamageType, damage, false);
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}
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// TODO ATMOS Fire resistance from armor
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var damageScale = Math.Min((int) (FireStacks * 2.5f), 10);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale);
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AdjustFireStacks(-0.1f * (_resisting ? 10f : 1f));
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}
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