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:
@@ -1,4 +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.Destructible.Thresholds;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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@@ -14,50 +14,11 @@ namespace Content.Server.Destructible
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[RegisterComponent]
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public class DestructibleComponent : Component
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{
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private DestructibleSystem _destructibleSystem = default!;
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public override string Name => "Destructible";
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[ViewVariables]
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[DataField("thresholds")]
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private List<Threshold> _thresholds = new();
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public List<DamageThreshold> Thresholds = new();
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public IReadOnlyList<Threshold> Thresholds => _thresholds;
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protected override void Initialize()
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{
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base.Initialize();
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_destructibleSystem = EntitySystem.Get<DestructibleSystem>();
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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{
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if (msg.Damageable.Owner != Owner)
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{
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break;
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}
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foreach (var threshold in _thresholds)
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{
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if (threshold.Reached(msg.Damageable, _destructibleSystem))
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{
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var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
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SendMessage(thresholdMessage);
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threshold.Execute(Owner, _destructibleSystem);
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}
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}
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break;
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}
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}
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}
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}
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}
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@@ -1,4 +1,6 @@
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using Content.Shared.Acts;
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using Content.Server.Destructible.Thresholds;
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using Content.Shared.Acts;
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using Content.Shared.Damage;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -13,5 +15,44 @@ namespace Content.Server.Destructible
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[Dependency] public readonly IRobustRandom Random = default!;
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[Dependency] public readonly AudioSystem AudioSystem = default!;
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[Dependency] public readonly ActSystem ActSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(Execute);
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}
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/// <summary>
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/// Check if any thresholds were reached. if they were, execute them.
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/// </summary>
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public void Execute(EntityUid uid, DestructibleComponent component, DamageChangedEvent args)
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{
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foreach (var threshold in component.Thresholds)
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{
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if (threshold.Reached(args.Damageable, this))
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{
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RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold));
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threshold.Execute(component.Owner, this);
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}
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}
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}
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}
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// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
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/// <summary>
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/// Event raised when a <see cref="DamageThreshold"/> is reached.
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/// </summary>
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public class DamageThresholdReached : EntityEventArgs
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{
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public readonly DestructibleComponent Parent;
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public readonly DamageThreshold Threshold;
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public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
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{
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Parent = parent;
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Threshold = threshold;
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}
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}
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}
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@@ -1,18 +0,0 @@
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using Content.Server.Destructible.Thresholds;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Destructible
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{
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public class DestructibleThresholdReachedMessage : ComponentMessage
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{
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public DestructibleThresholdReachedMessage(DestructibleComponent parent, Threshold threshold)
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{
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Parent = parent;
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Threshold = threshold;
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}
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public DestructibleComponent Parent { get; }
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public Threshold Threshold { get; }
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}
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}
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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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.ViewVariables;
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@@ -9,7 +9,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Destructible.Thresholds
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{
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[DataDefinition]
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public class Threshold
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public class DamageThreshold
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{
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[DataField("behaviors")]
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private List<IThresholdBehavior> _behaviors = new();
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@@ -49,7 +49,7 @@ namespace Content.Server.Destructible.Thresholds
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/// </summary>
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[ViewVariables] public IReadOnlyList<IThresholdBehavior> Behaviors => _behaviors;
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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if (Trigger == null)
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{
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@@ -1,6 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Destructible.Thresholds.Triggers
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@@ -15,7 +15,7 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataField("triggers")]
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public List<IThresholdTrigger> Triggers { get; set; } = new();
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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foreach (var trigger in Triggers)
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{
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@@ -1,9 +1,8 @@
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using System;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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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.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Content.Shared.Damage.Prototypes;
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namespace Content.Server.Destructible.Thresholds.Triggers
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{
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@@ -15,12 +14,8 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataDefinition]
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public class DamageGroupTrigger : IThresholdTrigger
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{
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// While you're at it, maybe also combine damageGroup and damage into a dictionary, and allow it to test a sum
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// of damage types?
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[DataField("damageGroup", required: true)]
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private string _damageGroupID { get; set; } = default!;
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public DamageGroupPrototype DamageGroup => IoCManager.Resolve<IPrototypeManager>().Index<DamageGroupPrototype>(_damageGroupID);
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[DataField("damageGroup", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<DamageGroupPrototype>))]
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public string DamageGroup { get; set; } = default!;
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/// <summary>
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/// The amount of damage at which this threshold will trigger.
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@@ -28,15 +23,9 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataField("damage", required: true)]
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public int Damage { get; set; } = default!;
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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if (DamageGroup == null)
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{
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return false;
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}
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return damageable.TryGetDamage(DamageGroup, out var damageReceived) &&
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damageReceived >= Damage;
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return damageable.DamagePerGroup[DamageGroup] >= Damage;
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}
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}
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}
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@@ -1,5 +1,5 @@
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using System;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Destructible.Thresholds.Triggers
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@@ -18,7 +18,7 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataField("damage", required: true)]
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public int Damage { get; set; } = default!;
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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return damageable.TotalDamage >= Damage;
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}
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@@ -1,9 +1,8 @@
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using System;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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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.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Content.Shared.Damage.Prototypes;
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namespace Content.Server.Destructible.Thresholds.Triggers
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{
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@@ -15,24 +14,15 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataDefinition]
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public class DamageTypeTrigger : IThresholdTrigger
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{
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// While you're at it, maybe also combine damageGroup and damage into a dictionary, and allow it to test a sum
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// of damage types?
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[DataField("damageType", required:true)]
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public string _damageTypeID { get; set; } = default!;
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public DamageTypePrototype DamageType => IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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[DataField("damageType", required:true, customTypeSerializer: typeof(PrototypeIdSerializer<DamageTypePrototype>))]
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public string DamageType { get; set; } = default!;
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[DataField("damage", required: true)]
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public int Damage { get; set; } = default!;
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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if (DamageType == null)
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{
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return false;
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}
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return damageable.TryGetDamage(DamageType, out var damageReceived) &&
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return damageable.Damage.DamageDict.TryGetValue(DamageType, out var damageReceived) &&
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damageReceived >= Damage;
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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namespace Content.Server.Destructible.Thresholds.Triggers
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{
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@@ -13,6 +13,6 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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/// dependencies from, if any.
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/// </param>
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/// <returns>true if this trigger has been reached, false otherwise.</returns>
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bool Reached(IDamageableComponent damageable, DestructibleSystem system);
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bool Reached(DamageableComponent damageable, DestructibleSystem system);
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}
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}
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@@ -1,6 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Destructible.Thresholds.Triggers
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@@ -15,7 +15,7 @@ namespace Content.Server.Destructible.Thresholds.Triggers
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[DataField("triggers")]
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public List<IThresholdTrigger> Triggers { get; } = new();
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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public bool Reached(DamageableComponent damageable, DestructibleSystem system)
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{
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foreach (var trigger in Triggers)
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{
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