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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@@ -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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