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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101
Content.Server/Destructible/Thresholds/DamageThreshold.cs
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101
Content.Server/Destructible/Thresholds/DamageThreshold.cs
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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;
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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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namespace Content.Server.Destructible.Thresholds
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{
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[DataDefinition]
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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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/// <summary>
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/// Whether or not this threshold was triggered in the previous call to
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/// <see cref="Reached"/>.
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/// </summary>
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[ViewVariables] public bool OldTriggered { get; private set; }
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/// <summary>
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/// Whether or not this threshold has already been triggered.
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/// </summary>
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[ViewVariables]
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[DataField("triggered")]
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public bool Triggered { get; private set; }
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/// <summary>
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/// Whether or not this threshold only triggers once.
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/// If false, it will trigger again once the entity is healed
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/// and then damaged to reach this threshold once again.
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/// It will not repeatedly trigger as damage rises beyond that.
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/// </summary>
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[ViewVariables]
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[DataField("triggersOnce")]
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public bool TriggersOnce { get; set; }
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/// <summary>
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/// The trigger that decides if this threshold has been reached.
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/// </summary>
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[ViewVariables]
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[DataField("trigger")]
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public IThresholdTrigger? Trigger { get; set; }
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/// <summary>
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/// Behaviors to activate once this threshold is triggered.
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/// </summary>
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[ViewVariables] public IReadOnlyList<IThresholdBehavior> Behaviors => _behaviors;
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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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return false;
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}
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if (Triggered && TriggersOnce)
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{
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return false;
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}
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if (OldTriggered)
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{
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OldTriggered = Trigger.Reached(damageable, system);
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return false;
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}
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if (!Trigger.Reached(damageable, system))
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{
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return false;
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}
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OldTriggered = true;
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return true;
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}
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/// <summary>
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/// Triggers this threshold.
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/// </summary>
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/// <param name="owner">The entity that owns this threshold.</param>
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/// <param name="system">
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/// An instance of <see cref="DestructibleSystem"/> to get dependency and
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/// system references from, if relevant.
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/// </param>
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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Triggered = true;
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foreach (var behavior in Behaviors)
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{
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// The owner has been deleted. We stop execution of behaviors here.
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if (owner.Deleted)
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return;
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behavior.Execute(owner, system);
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}
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}
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}
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}
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