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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@@ -11,7 +11,6 @@ using Content.Server.Hands.Components;
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using Content.Server.Stunnable.Components;
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using Content.Server.Tools.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Doors;
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using Content.Shared.Interaction;
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using Content.Shared.Sound;
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@@ -22,16 +21,11 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.Timer;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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namespace Content.Server.Doors.Components
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{
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@@ -47,17 +41,9 @@ namespace Content.Server.Doors.Components
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[DataField("tryOpenDoorSound")]
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private SoundSpecifier _tryOpenDoorSound = new SoundPathSpecifier("/Audio/Effects/bang.ogg");
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove Initialize override, if no longer needed.
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[DataField("damageType")]
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private readonly string _damageTypeID = "Blunt";
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[DataField("crushDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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public DamageSpecifier CrushDamage = default!;
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public override DoorState State
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{
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@@ -90,7 +76,6 @@ namespace Content.Server.Doors.Components
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private CancellationTokenSource? _stateChangeCancelTokenSource;
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private CancellationTokenSource? _autoCloseCancelTokenSource;
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private const int DoorCrushDamage = 15;
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private const float DoorStunTime = 5f;
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/// <summary>
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@@ -537,7 +522,7 @@ namespace Content.Server.Doors.Components
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foreach (var e in collidingentities)
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{
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if (!e.Owner.TryGetComponent(out StunnableComponent? stun)
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|| !e.Owner.TryGetComponent(out IDamageableComponent? damage))
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|| !e.Owner.HasComponent<DamageableComponent>())
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{
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continue;
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}
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@@ -550,7 +535,8 @@ namespace Content.Server.Doors.Components
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hitsomebody = true;
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CurrentlyCrushing.Add(e.Owner.Uid);
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damage.TryChangeDamage(DamageType, DoorCrushDamage);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(e.Owner.Uid, CrushDamage);
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stun.Paralyze(DoorStunTime);
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}
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