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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@@ -8,7 +8,7 @@ using Content.Server.Items;
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using Content.Server.Notification;
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using Content.Server.Players;
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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.Notification;
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using Content.Shared.Notification.Managers;
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using Robust.Server.Player;
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@@ -30,13 +30,14 @@ namespace Content.Server.Chat.Commands
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public string Help => Loc.GetString("suicide-command-help-text");
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private void DealDamage(ISuicideAct suicide, IChatManager chat, IDamageableComponent damageableComponent, IEntity source, IEntity target)
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private void DealDamage(ISuicideAct suicide, IChatManager chat, IEntity target)
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{
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var kind = suicide.Suicide(target, chat);
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if (kind != SuicideKind.Special)
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{
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// TODO SUICIDE ..heh.. anyway, someone should fix this mess.
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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damageableComponent.TrySetDamage(kind switch
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DamageSpecifier damage = new(kind switch
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{
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SuicideKind.Blunt => prototypeManager.Index<DamageTypePrototype>("Blunt"),
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SuicideKind.Slash => prototypeManager.Index<DamageTypePrototype>("Slash"),
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@@ -51,6 +52,7 @@ namespace Content.Server.Chat.Commands
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_ => prototypeManager.Index<DamageTypePrototype>("Blunt")
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},
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200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(target.Uid, damage, true);
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}
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}
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@@ -77,7 +79,6 @@ namespace Content.Server.Chat.Commands
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return;
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}
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var dmgComponent = owner.GetComponent<IDamageableComponent>();
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent resurrection?
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@@ -90,7 +91,7 @@ namespace Content.Server.Chat.Commands
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, itemComponent.Owner, owner);
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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@@ -106,7 +107,7 @@ namespace Content.Server.Chat.Commands
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var suicide = entity.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, entity, owner);
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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@@ -119,7 +120,8 @@ namespace Content.Server.Chat.Commands
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var selfMessage = Loc.GetString("suicide-command-default-text-self");
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owner.PopupMessage(selfMessage);
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dmgComponent.TrySetDamage(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Piercing"), 200);
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Bloodloss"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(owner.Uid, damage, true);
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// Prevent the player from returning to the body.
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// Note that mind cannot be null because otherwise owner would be null.
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