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