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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@@ -3,66 +3,23 @@ using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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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 Robust.Shared.Serialization;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for medicine reagents. Attempts to find a DamageableComponent on the target,
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/// and to update its damage values.
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/// Default metabolism for medicine reagents.
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/// </summary>
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public class HealthChange : ReagentEffect, ISerializationHooks
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public class HealthChange : ReagentEffect
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{
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/// <summary>
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/// How much damage is changed when 1u of the reagent is metabolized.
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/// Damage to apply every metabolism cycle. Damage Ignores resistances.
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/// </summary>
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[DataField("healthChange")]
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public float AmountToChange { get; set; } = 1.0f;
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[DataField("damage", required: true)]
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public DamageSpecifier Damage = default!;
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// TODO DAMAGE UNITS When damage units support decimals, get rid of this.
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// See also _accumulatedDamage in ThirstComponent and HungerComponent
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private float _accumulatedDamage;
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/// <summary>
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/// Damage group to change.
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/// </summary>
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove ISerializationHooks, if no longer needed.
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[DataField("damageGroup", required: true)]
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private readonly string _damageGroupID = default!;
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public DamageGroupPrototype DamageGroup = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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DamageGroup = IoCManager.Resolve<IPrototypeManager>().Index<DamageGroupPrototype>(_damageGroupID);
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}
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/// <summary>
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/// Changes damage if a DamageableComponent can be found.
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/// </summary>
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out IDamageableComponent? damageComponent))
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{
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damageComponent.TryChangeDamage(DamageGroup, (int)AmountToChange, true);
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float decHealthChange = (float) (AmountToChange - (int) AmountToChange);
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_accumulatedDamage += decHealthChange;
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if (_accumulatedDamage >= 1)
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{
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damageComponent.TryChangeDamage(DamageGroup, 1, true);
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_accumulatedDamage -= 1;
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}
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else if(_accumulatedDamage <= -1)
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{
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damageComponent.TryChangeDamage(DamageGroup, -1, true);
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_accumulatedDamage += 1;
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}
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(solutionEntity.Uid, Damage, true);
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}
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}
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}
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