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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@@ -1,17 +1,19 @@
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using System;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.MachineLinking.Events;
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using Content.Shared.Light;
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using Content.Shared.Damage;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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using Content.Server.Light.Components;
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using Content.Server.MachineLinking.Events;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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/// <summary>
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/// System for the PoweredLightComponent. Currently bare-bones, to handle events from the DamageableSystem
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/// </summary>
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public class PoweredLightSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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@@ -21,6 +23,20 @@ namespace Content.Server.Light.EntitySystems
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base.Initialize();
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SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
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SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
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}
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/// <summary>
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/// Destroy the light bulb if the light took any damage.
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/// </summary>
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public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
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{
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// Was it being repaired, or did it take damage?
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if (args.DamageIncreased)
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{
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// Eventually, this logic should all be done by this (or some other) system, not a component.
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component.TryDestroyBulb();
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}
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}
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private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
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