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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@@ -3,7 +3,6 @@ using Content.Server.Alert;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -51,22 +50,13 @@ namespace Content.Server.Temperature.Components
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}
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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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// Also remove Initialize override, if no longer needed.
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[DataField("coldDamageType")]
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private readonly string _coldDamageTypeID = "Cold";
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[DataField("coldDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype ColdDamageType = default!;
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[DataField("hotDamageType")]
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private readonly string _hotDamageTypeID = "Heat";
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public DamageSpecifier ColdDamage = default!;
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[DataField("heatDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype HotDamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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ColdDamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_coldDamageTypeID);
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HotDamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_hotDamageTypeID);
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}
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public DamageSpecifier HeatDamage = default!;
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public void Update()
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{
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@@ -112,19 +102,18 @@ namespace Content.Server.Temperature.Components
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}
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}
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if (!Owner.TryGetComponent(out IDamageableComponent? component)) return;
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if (!Owner.HasComponent<DamageableComponent>()) return;
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if (CurrentTemperature >= _heatDamageThreshold)
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{
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int tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
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component.TryChangeDamage(HotDamageType, tempDamage, false);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, HeatDamage * tempDamage);
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}
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else if (CurrentTemperature <= _coldDamageThreshold)
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{
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int tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
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component.TryChangeDamage(ColdDamageType, tempDamage, false);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, ColdDamage * tempDamage);
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}
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}
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/// <summary>
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