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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@@ -1,16 +1,12 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Stack;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Stacks;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Medical.Components
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@@ -20,12 +16,9 @@ namespace Content.Server.Medical.Components
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{
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public override string Name => "Healing";
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// This also requires changing the dictionary type, and removing a _prototypeManager.Index() call.
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[DataField("heal", required: true )]
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, int> Heal = new();
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public DamageSpecifier Damage = default!;
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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@@ -34,7 +27,7 @@ namespace Content.Server.Medical.Components
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return false;
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}
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if (!eventArgs.Target.TryGetComponent(out IDamageableComponent? damageable))
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if (!eventArgs.Target.HasComponent<DamageableComponent>())
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{
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return true;
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}
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@@ -55,10 +48,7 @@ namespace Content.Server.Medical.Components
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return true;
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}
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foreach (var (damageTypeID, amount) in Heal)
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{
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damageable.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>(damageTypeID), -amount, true);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.Target.Uid, Damage, true);
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return true;
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}
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