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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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Damage;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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@@ -14,6 +15,28 @@ namespace Content.Server.DoAfter
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private readonly List<DoAfter> _cancelled = new();
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private readonly List<DoAfter> _finished = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(HandleDamage);
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}
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public void HandleDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
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{
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if (component.DoAfters.Count == 0 || !args.DamageIncreased)
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{
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return;
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}
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foreach (var doAfter in component.DoAfters)
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{
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if (doAfter.EventArgs.BreakOnDamage)
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{
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doAfter.TookDamage = true;
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}
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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