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