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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@@ -1,12 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Power.Components;
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using Content.Server.Projectiles.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Sound;
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@@ -188,13 +186,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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if (energyRatio < 1.0)
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{
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var newDamages = new Dictionary<string, int>(projectileComponent.Damages.Count);
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foreach (var (damageType, damage) in projectileComponent.Damages)
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{
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newDamages.Add(damageType, (int) (damage * energyRatio));
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}
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projectileComponent.Damages = newDamages;
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projectileComponent.Damage *= energyRatio;
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}
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} else if (entity.TryGetComponent(out HitscanComponent? hitscanComponent))
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{
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@@ -6,7 +6,7 @@ using Content.Server.Camera;
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using Content.Server.Projectiles.Components;
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using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Sound;
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@@ -395,13 +395,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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var result = rayCastResults[0];
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var distance = result.Distance;
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hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
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if (!result.HitEntity.TryGetComponent(out IDamageableComponent? damageable))
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return;
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damageable.TryChangeDamage(hitscan.DamageType, (int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero));
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(result.HitEntity.Uid, hitscan.Damage);
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}
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else
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{
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