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

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