Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Runtime.CompilerServices;
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using Content.Server.Alert;
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using Content.Server.Pressure;
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@@ -7,24 +7,6 @@ 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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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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=======
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using Robust.Shared.Serialization.Manager.Attributes;
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<<<<<<< refs/remotes/origin/master
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using Dependency = Robust.Shared.IoC.DependencyAttribute;
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>>>>>>> update damagecomponent across shared and server
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=======
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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>>>>>>> refactor-damageablecomponent
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namespace Content.Server.Atmos.Components
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{
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@@ -36,32 +18,6 @@ namespace Content.Server.Atmos.Components
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{
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public override string Name => "Barotrauma";
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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<<<<<<< refs/remotes/origin/master
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=======
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[DataField("damageType", required: true)]
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private readonly string _damageType = default!;
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=======
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=======
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>>>>>>> refactor-damageablecomponent
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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("damageType")] private readonly string _damageTypeID = "Blunt";
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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<<<<<<< HEAD
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>>>>>>> Refactor damageablecomponent update (#4406)
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>>>>>>> update damagecomponent across shared and server
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=======
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>>>>>>> refactor-damageablecomponent
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float airPressure)
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{
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@@ -84,20 +40,11 @@ namespace Content.Server.Atmos.Components
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if (pressure > Atmospherics.WarningLowPressure)
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if(pressure > Atmospherics.WarningLowPressure)
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goto default;
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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damageable.ChangeDamage(DamageType.Blunt, Atmospherics.LowPressureDamage, false, Owner);
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=======
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, Atmospherics.LowPressureDamage,true);
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, Atmospherics.LowPressureDamage,true);
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>>>>>>> refactor-damageablecomponent
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if (status == null) break;
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@@ -119,21 +66,7 @@ namespace Content.Server.Atmos.Components
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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<<<<<<< refs/remotes/origin/master
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damageable.ChangeDamage(DamageType.Blunt, damage, false, Owner);
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=======
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damageable.ChangeDamage(damageable.GetDamageType(_damageType), damage, false, Owner);
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>>>>>>> update damagecomponent across shared and server
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=======
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, damage,true);
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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damageable.TryChangeDamage(DamageType, damage,true);
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>>>>>>> refactor-damageablecomponent
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if (status == null) break;
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@@ -20,8 +20,6 @@ using Robust.Shared.Localization;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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namespace Content.Server.Atmos.Components
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{
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@@ -45,18 +43,6 @@ namespace Content.Server.Atmos.Components
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[DataField("canResistFire")]
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public bool CanResistFire { get; private set; } = false;
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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("damageType")]
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private readonly string _damageTypeID = "Heat"!;
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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public void Extinguish()
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{
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if (!OnFire) return;
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@@ -106,15 +92,7 @@ namespace Content.Server.Atmos.Components
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{
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// TODO ATMOS Fire resistance from armor
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var damage = Math.Min((int) (FireStacks * 2.5f), 10);
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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damageable.ChangeDamage(DamageClass.Burn, damage, false);
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=======
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damageable.TryChangeDamage(DamageType, damage, false);
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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damageable.TryChangeDamage(DamageType, damage, false);
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>>>>>>> refactor-damageablecomponent
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}
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AdjustFireStacks(-0.1f * (_resisting ? 10f : 1f));
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