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

@@ -1,7 +1,6 @@
using System.Threading.Tasks;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Interaction;
using Content.Shared.Mining;
using Robust.Server.GameObjects;
@@ -24,16 +23,9 @@ namespace Content.Server.Mining.Components
public override string Name => "AsteroidRock";
private static readonly string[] SpriteStates = {"0", "1", "2", "3", "4"};
// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
[DataField("damageType")]
private readonly string _damageTypeID = "Blunt"!;
[ViewVariables(VVAccess.ReadWrite)]
public DamageTypePrototype DamageType = default!;
protected override void Initialize()
{
base.Initialize();
DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(AsteroidRockVisuals.State, _random.Pick(SpriteStates));
@@ -46,7 +38,7 @@ namespace Content.Server.Mining.Components
if (!item.TryGetComponent(out MeleeWeaponComponent? meleeWeaponComponent))
return false;
Owner.GetComponent<IDamageableComponent>().TryChangeDamage(DamageType, meleeWeaponComponent.Damage);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, meleeWeaponComponent.Damage);
if (!item.TryGetComponent(out PickaxeComponent? pickaxeComponent))
return true;