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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@@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using Content.Server.Ghost.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.Damage.Prototypes;
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using Content.Shared.Ghost;
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using Content.Shared.MobState;
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using Content.Shared.Preferences;
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@@ -64,12 +64,10 @@ namespace Content.Server.GameTicking.Presets
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{
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canReturn = true;
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if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
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{
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//todo: what if they dont breathe lol
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//cry deeply
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damageable.TrySetDamage(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
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}
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//todo: what if they dont breathe lol
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//cry deeply
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity.Uid, damage, true);
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}
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}
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@@ -15,7 +15,6 @@ using Content.Server.Traitor;
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using Content.Server.TraitorDeathMatch.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Inventory;
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using Content.Shared.MobState;
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using Content.Shared.PDA;
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@@ -28,6 +27,7 @@ using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Content.Shared.Damage.Prototypes;
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namespace Content.Server.GameTicking.Presets
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{
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@@ -194,13 +194,10 @@ namespace Content.Server.GameTicking.Presets
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{
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if (mobState.IsCritical())
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{
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// TODO: This is copy/pasted from ghost code. Really, IDamageableComponent needs a method to reliably kill the target.
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if (entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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//todo: what if they dont breathe lol
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damageable.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100, true);
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}
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}
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// TODO BODY SYSTEM KILL
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(entity.Uid, damage, true);
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}
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else if (!mobState.IsDead())
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{
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if (entity.HasComponent<HandsComponent>())
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