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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@@ -1,50 +1,18 @@
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using System.Threading.Tasks;
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using Content.Server.Tools.Components;
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using Content.Shared.Damage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Notification;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Repairable
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{
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[RegisterComponent]
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public class RepairableComponent : Component, IInteractUsing
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public class RepairableComponent : Component
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{
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public override string Name => "Repairable";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fuelCost")]
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private int _fuelCost = 5;
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public int FuelCost = 5;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("doAfterDelay")]
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private int _doAfterDelay = 1;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// Only repair if you are using a lit welder
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
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return false;
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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// Repair the target if it is damaged, oherwise do nothing
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if (damageable.TotalDamage > 0)
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{
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if (!await welder.UseTool(eventArgs.User, Owner, _doAfterDelay, ToolQuality.Welding, _fuelCost))
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return false;
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damageable.TrySetAllDamage(0);
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("comp-repairable-repair",
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("target", Owner),
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("welder", eventArgs.Using)));
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}
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}
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return true;
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}
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public int DoAfterDelay = 1;
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}
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}
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