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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@@ -9,7 +9,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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@@ -27,18 +26,19 @@ namespace Content.Server.Projectiles.Components
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
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private int _collisionMask = (int) CollisionGroup.Opaque;
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[DataField("damage")]
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public float Damage { get; set; } = 10f;
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public float MaxLength => 20.0f;
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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[DataField("spriteName")]
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[DataField("spriteName")]
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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[DataField("muzzleFlash")]
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private string? _muzzleFlash;
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@@ -47,19 +47,6 @@ namespace Content.Server.Projectiles.Components
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[DataField("soundHitWall")]
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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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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 = "Piercing";
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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 void FireEffects(IEntity user, float distance, Angle angle, IEntity? hitEntity = null)
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{
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var effectSystem = EntitySystem.Get<EffectSystem>();
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@@ -13,12 +13,9 @@ namespace Content.Server.Projectiles.Components
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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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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// This also requires changing the dictionary type and modifying ProjectileSystem.cs, which uses it.
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// While thats being done, also replace "damages" -> "damageTypes" For consistency.
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[DataField("damages")]
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, int> Damages { get; set; } = new();
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public DamageSpecifier Damage = default!;
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[DataField("deleteOnCollide")]
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public bool DeleteOnCollide { get; } = true;
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@@ -1,22 +1,20 @@
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using Content.Server.Camera;
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using Content.Server.Projectiles.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Content.Shared.Damage;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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internal sealed class ProjectileSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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public override void Initialize()
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{
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@@ -50,16 +48,12 @@ namespace Content.Server.Projectiles
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SoundSystem.Play(playerFilter, soundHit, coordinates);
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}
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if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
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if (!otherEntity.Deleted)
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{
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EntityManager.TryGetEntity(component.Shooter, out var shooter);
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foreach (var (damageTypeID, amount) in component.Damages)
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{
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damage.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>(damageTypeID), amount);
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}
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_damageableSystem.TryChangeDamage(otherEntity.Uid, component.Damage);
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component.DamagedEntity = true;
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// "DamagedEntity" is misleading. Hit entity may be more accurate, as the damage may have been resisted
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// by resistance sets.
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}
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// Damaging it can delete it
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