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

@@ -9,7 +9,7 @@ using Content.Shared.Body.Preset;
using Content.Shared.Body.Slot;
using Content.Shared.Body.Template;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Movement.Components;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
@@ -73,23 +73,6 @@ namespace Content.Shared.Body.Components
public SharedBodyPartComponent? CenterPart => CenterSlot?.Part;
/// <summary>
/// Amount of damage to deal when all vital organs are removed.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("vitalPartsRemovedDamage")]
public int VitalPartsRemovedDamage { get; set; } = 300!;
/// <summary>
/// Damage type to deal when all vital organs are removed.
/// </summary>
// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
[ViewVariables]
[DataField("vitalPartsRemovedDamageType")]
private string _vitalPartsRemovedDamageTypeID { get; set; } = "Bloodloss"!;
[ViewVariables(VVAccess.ReadWrite)]
public DamageTypePrototype VitalPartsRemovedDamageType = default!;
protected override void Initialize()
{
base.Initialize();
@@ -98,7 +81,6 @@ namespace Content.Shared.Body.Components
// TODO BODY Move to template or somewhere else
if (TemplateId != null)
{
VitalPartsRemovedDamageType = _prototypeManager.Index<DamageTypePrototype>(_vitalPartsRemovedDamageTypeID);
var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
foreach (var (id, partType) in template.Slots)
@@ -207,13 +189,11 @@ namespace Content.Shared.Body.Components
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
// creadth: immediately kill entity if last vital part removed
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
{
if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
{
damageable.TryChangeDamage(VitalPartsRemovedDamageType, VitalPartsRemovedDamage, true); // TODO BODY KILL
}
// TODO BODY SYSTEM KILL : Find a more elegant way of killing em than just dumping bloodloss damage.
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Bloodloss"), 300);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(part.Owner.Uid, damage);
}
OnBodyChanged();
@@ -490,6 +470,7 @@ namespace Content.Shared.Body.Components
}
}
private void OnBodyChanged()
{
Dirty();