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

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