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:
@@ -1,7 +1,7 @@
|
||||
using Content.Server.Damage.Components;
|
||||
using Content.Server.Stunnable.Components;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -18,6 +18,7 @@ namespace Content.Server.Damage.Systems
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -27,7 +28,7 @@ namespace Content.Server.Damage.Systems
|
||||
|
||||
private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, StartCollideEvent args)
|
||||
{
|
||||
if (!ComponentManager.TryGetComponent(uid, out IDamageableComponent? damageable)) return;
|
||||
if (!ComponentManager.HasComponent<DamageableComponent>(uid)) return;
|
||||
|
||||
var otherBody = args.OtherFixture.Body.Owner;
|
||||
var speed = args.OurFixture.Body.LinearVelocity.Length;
|
||||
@@ -41,12 +42,11 @@ namespace Content.Server.Damage.Systems
|
||||
|
||||
component.LastHit = _gameTiming.CurTime;
|
||||
|
||||
var damage = (int) (component.BaseDamage * (speed / component.MinimumSpeed) * component.Factor);
|
||||
|
||||
if (ComponentManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
|
||||
stun.Stun(component.StunSeconds);
|
||||
|
||||
damageable.TryChangeDamage(component.DamageType, damage);
|
||||
var damageScale = (speed / component.MinimumSpeed) * component.Factor;
|
||||
_damageableSystem.TryChangeDamage(uid, component.Damage * damageScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user