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:
Leon Friedrich
2021-09-15 03:07:37 +10:00
committed by GitHub
parent 22cc42ff50
commit df584ad446
212 changed files with 2876 additions and 3441 deletions

View File

@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using Content.Server.Destructible.Thresholds;
using Content.Shared.Damage;
using Robust.Shared.GameObjects;
@@ -14,50 +14,11 @@ namespace Content.Server.Destructible
[RegisterComponent]
public class DestructibleComponent : Component
{
private DestructibleSystem _destructibleSystem = default!;
public override string Name => "Destructible";
[ViewVariables]
[DataField("thresholds")]
private List<Threshold> _thresholds = new();
public List<DamageThreshold> Thresholds = new();
public IReadOnlyList<Threshold> Thresholds => _thresholds;
protected override void Initialize()
{
base.Initialize();
_destructibleSystem = EntitySystem.Get<DestructibleSystem>();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case DamageChangedMessage msg:
{
if (msg.Damageable.Owner != Owner)
{
break;
}
foreach (var threshold in _thresholds)
{
if (threshold.Reached(msg.Damageable, _destructibleSystem))
{
var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
SendMessage(thresholdMessage);
threshold.Execute(Owner, _destructibleSystem);
}
}
break;
}
}
}
}
}