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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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.Body.Circulatory;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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@@ -12,9 +12,6 @@ using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Content.Shared.MobState;
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using Content.Shared.Notification.Managers;
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using Robust.Shared.GameObjects;
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@@ -92,21 +89,13 @@ namespace Content.Server.Body.Respiratory
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[ViewVariables] public bool Suffocating { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("suffocationDamage")] private int _damage = 1;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("suffocationDamageRecovery")] private int _damageRecovery = 1;
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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 = "Asphyxiation"!;
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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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[DataField("damageRecovery", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier DamageRecovery = default!;
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private Dictionary<Gas, float> NeedsAndDeficit(float frameTime)
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{
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@@ -358,27 +347,19 @@ namespace Content.Server.Body.Respiratory
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alertsComponent.ShowAlert(AlertType.LowOxygen);
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}
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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return;
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}
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damageable.TryChangeDamage(DamageType, _damage, false);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage);
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}
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private void StopSuffocation()
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{
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Suffocating = false;
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.TryChangeDamage(DamageType, -_damageRecovery, false);
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}
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if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
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{
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alertsComponent.ClearAlert(AlertType.LowOxygen);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, DamageRecovery);
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}
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public GasMixture Clean(BloodstreamComponent bloodstream)
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