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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@@ -3,7 +3,6 @@ using System.Collections.Generic;
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using Content.Server.Alert;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.MobState;
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using Content.Shared.Movement.Components;
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using Content.Shared.Nutrition.Components;
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@@ -14,7 +13,6 @@ using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Nutrition.Components
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{
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@@ -23,9 +21,7 @@ namespace Content.Server.Nutrition.Components
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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// TODO DAMAGE UNITS When damage units support decimals, get rid of this.
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// See also _accumulatedDamage in ThirstComponent and HealthChange.
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private float _accumulatedDamage;
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private float _accumulatedFrameTime;
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// Base stuff
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -78,17 +74,9 @@ namespace Content.Server.Nutrition.Components
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{ HungerThreshold.Starving, AlertType.Starving },
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};
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove Initialize override, if no longer needed.
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[DataField("damageType")]
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private readonly string _damageTypeID = "Blunt"!;
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[DataField("damage", required: true)]
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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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}
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public DamageSpecifier Damage = default!;
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public void HungerThresholdEffect(bool force = false)
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{
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@@ -196,21 +184,17 @@ namespace Content.Server.Nutrition.Components
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return;
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// --> Current Hunger is below dead threshold
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable))
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return;
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if (!Owner.TryGetComponent(out IMobStateComponent? mobState))
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return;
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if (!mobState.IsDead())
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{
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// --> But they are not dead yet.
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var damage = 2 * frametime;
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_accumulatedDamage += damage - ((int) damage);
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damageable.TryChangeDamage(DamageType, (int) damage);
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if (_accumulatedDamage >= 1) {
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_accumulatedDamage -= 1;
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damageable.TryChangeDamage(DamageType, 1, true);
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_accumulatedFrameTime += frametime;
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if (_accumulatedFrameTime >= 1)
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{
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * (int) _accumulatedFrameTime, true);
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_accumulatedFrameTime -= (int) _accumulatedFrameTime;
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}
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}
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}
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