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 Content.Server.Alert;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -51,22 +50,13 @@ namespace Content.Server.Temperature.Components
}
}
// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
// Also remove Initialize override, if no longer needed.
[DataField("coldDamageType")]
private readonly string _coldDamageTypeID = "Cold";
[DataField("coldDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageTypePrototype ColdDamageType = default!;
[DataField("hotDamageType")]
private readonly string _hotDamageTypeID = "Heat";
public DamageSpecifier ColdDamage = default!;
[DataField("heatDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageTypePrototype HotDamageType = default!;
protected override void Initialize()
{
base.Initialize();
ColdDamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_coldDamageTypeID);
HotDamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_hotDamageTypeID);
}
public DamageSpecifier HeatDamage = default!;
public void Update()
{
@@ -112,19 +102,18 @@ namespace Content.Server.Temperature.Components
}
}
if (!Owner.TryGetComponent(out IDamageableComponent? component)) return;
if (!Owner.HasComponent<DamageableComponent>()) return;
if (CurrentTemperature >= _heatDamageThreshold)
{
int tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
component.TryChangeDamage(HotDamageType, tempDamage, false);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, HeatDamage * tempDamage);
}
else if (CurrentTemperature <= _coldDamageThreshold)
{
int tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
component.TryChangeDamage(ColdDamageType, tempDamage, false);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, ColdDamage * tempDamage);
}
}
/// <summary>