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

@@ -2,7 +2,7 @@
using System.Collections.Generic;
using Content.Server.Ghost.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Ghost;
using Content.Shared.MobState;
using Content.Shared.Preferences;
@@ -64,12 +64,10 @@ namespace Content.Server.GameTicking.Presets
{
canReturn = true;
if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
//cry deeply
damageable.TrySetDamage(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
}
//todo: what if they dont breathe lol
//cry deeply
DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity.Uid, damage, true);
}
}

View File

@@ -15,7 +15,6 @@ using Content.Server.Traitor;
using Content.Server.TraitorDeathMatch.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Inventory;
using Content.Shared.MobState;
using Content.Shared.PDA;
@@ -28,6 +27,7 @@ using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Content.Shared.Damage.Prototypes;
namespace Content.Server.GameTicking.Presets
{
@@ -194,13 +194,10 @@ namespace Content.Server.GameTicking.Presets
{
if (mobState.IsCritical())
{
// TODO: This is copy/pasted from ghost code. Really, IDamageableComponent needs a method to reliably kill the target.
if (entity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
damageable.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100, true);
}
}
// TODO BODY SYSTEM KILL
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(entity.Uid, damage, true);
}
else if (!mobState.IsDead())
{
if (entity.HasComponent<HandsComponent>())

View File

@@ -34,7 +34,7 @@ namespace Content.Server.GameTicking.Rules
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_entityManager.EventBus.SubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this, OnHealthChanged);
_entityManager.EventBus.SubscribeEvent<DamageChangedEvent>(EventSource.Local, this, OnHealthChanged);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
@@ -42,11 +42,11 @@ namespace Content.Server.GameTicking.Rules
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this);
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEvent>(EventSource.Local, this);
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEventArgs message)
private void OnHealthChanged(DamageChangedEvent _)
{
_runDelayedCheck();
}