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

@@ -1,22 +1,20 @@
using Content.Server.Camera;
using Content.Server.Projectiles.Components;
using Content.Shared.Body.Components;
using Content.Shared.Damage.Components;
using Content.Shared.Damage;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.IoC;
using Content.Shared.Damage;
namespace Content.Server.Projectiles
{
[UsedImplicitly]
internal sealed class ProjectileSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
public override void Initialize()
{
@@ -50,16 +48,12 @@ namespace Content.Server.Projectiles
SoundSystem.Play(playerFilter, soundHit, coordinates);
}
if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
if (!otherEntity.Deleted)
{
EntityManager.TryGetEntity(component.Shooter, out var shooter);
foreach (var (damageTypeID, amount) in component.Damages)
{
damage.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>(damageTypeID), amount);
}
_damageableSystem.TryChangeDamage(otherEntity.Uid, component.Damage);
component.DamagedEntity = true;
// "DamagedEntity" is misleading. Hit entity may be more accurate, as the damage may have been resisted
// by resistance sets.
}
// Damaging it can delete it