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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@@ -6,7 +6,7 @@ using Content.Server.Chemistry.Components;
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using Content.Server.Cooldown;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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@@ -25,6 +25,7 @@ namespace Content.Server.Weapon.Melee
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public sealed class MeleeWeaponSystem : EntitySystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private SolutionContainerSystem _solutionsSystem = default!;
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public override void Initialize()
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@@ -87,12 +88,7 @@ namespace Content.Server.Weapon.Melee
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{
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var targets = new[] { target };
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SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false);
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if (target.TryGetComponent(out IDamageableComponent? damageableComponent))
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{
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damageableComponent.TryChangeDamage(comp.DamageType, comp.Damage);
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}
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_damageableSystem.TryChangeDamage(target.Uid, comp.Damage);
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SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), target);
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}
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}
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@@ -133,7 +129,7 @@ namespace Content.Server.Weapon.Melee
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if (!entity.Transform.IsMapTransform || entity == args.User)
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continue;
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if (ComponentManager.HasComponent<IDamageableComponent>(entity.Uid))
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if (ComponentManager.HasComponent<DamageableComponent>(entity.Uid))
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{
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hitEntities.Add(entity);
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}
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@@ -157,10 +153,7 @@ namespace Content.Server.Weapon.Melee
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foreach (var entity in hitEntities)
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{
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if (entity.TryGetComponent<IDamageableComponent>(out var damageComponent))
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{
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damageComponent.TryChangeDamage(comp.DamageType, comp.Damage);
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}
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_damageableSystem.TryChangeDamage(entity.Uid, comp.Damage);
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}
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}
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