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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@@ -1,22 +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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