Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
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@@ -5,9 +5,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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@@ -15,7 +12,7 @@ namespace Content.Server.Chemistry.ReagentEffects
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/// Default metabolism for medicine reagents. Attempts to find a DamageableComponent on the target,
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/// and to update its damage values.
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/// </summary>
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public class HealthChange : ReagentEffect, ISerializationHooks
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public class HealthChange : ReagentEffect
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{
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/// <summary>
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/// How much damage is changed when 1u of the reagent is metabolized.
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@@ -23,67 +20,35 @@ namespace Content.Server.Chemistry.ReagentEffects
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[DataField("healthChange")]
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public float AmountToChange { get; set; } = 1.0f;
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// TODO DAMAGE UNITS When damage units support decimals, get rid of this.
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// See also _accumulatedDamage in ThirstComponent and HungerComponent
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private float _accumulatedDamage;
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/// <summary>
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/// Damage group to change.
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/// Class of damage changed, Brute, Burn, Toxin, Airloss.
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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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// Also remove ISerializationHooks, if no longer needed.
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[DataField("damageGroup", required: true)]
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private readonly string _damageGroupID = default!;
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public DamageGroupPrototype DamageGroup = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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DamageGroup = IoCManager.Resolve<IPrototypeManager>().Index<DamageGroupPrototype>(_damageGroupID);
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}
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[DataField("damageClass")]
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public DamageClass DamageType { get; set; } = DamageClass.Brute;
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private float _accumulatedHealth;
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/// <summary>
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/// Changes damage if a DamageableComponent can be found.
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/// </summary>
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out IDamageableComponent? damageComponent))
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if (solutionEntity.TryGetComponent(out IDamageableComponent? health))
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{
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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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<<<<<<< refs/remotes/origin/master:Content.Server/Chemistry/ReagentEffects/HealthChange.cs
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health.ChangeDamage(DamageType, (int)AmountToChange, true);
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=======
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damageComponent.ChangeDamage(damageComponent.GetDamageType(damageType), (int)AmountToChange, true);
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>>>>>>> Fix Merge issues
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float decHealthChange = (float) (AmountToChange - (int) AmountToChange);
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=======
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damageComponent.ChangeDamage(damageComponent.GetDamageType(damageType), (int)HealthChange, true);
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float decHealthChange = (float) (HealthChange - (int) HealthChange);
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>>>>>>> update damagecomponent across shared and server:Content.Server/Chemistry/Metabolism/HealthChangeMetabolism.cs
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_accumulatedHealth += decHealthChange;
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=======
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damageComponent.TryChangeDamage(DamageGroup, (int)AmountToChange, true);
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float decHealthChange = (float) (AmountToChange - (int) AmountToChange);
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_accumulatedDamage += decHealthChange;
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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damageComponent.TryChangeDamage(DamageGroup, (int)AmountToChange, true);
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float decHealthChange = (float) (AmountToChange - (int) AmountToChange);
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_accumulatedDamage += decHealthChange;
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>>>>>>> refactor-damageablecomponent
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if (_accumulatedDamage >= 1)
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if (_accumulatedHealth >= 1)
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{
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damageComponent.TryChangeDamage(DamageGroup, 1, true);
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_accumulatedDamage -= 1;
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health.ChangeDamage(DamageType, 1, true);
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_accumulatedHealth -= 1;
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}
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else if(_accumulatedDamage <= -1)
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else if(_accumulatedHealth <= -1)
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{
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damageComponent.TryChangeDamage(DamageGroup, -1, true);
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_accumulatedDamage += 1;
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health.ChangeDamage(DamageType, -1, true);
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_accumulatedHealth += 1;
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}
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}
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}
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