Revert "Refactor Damage to use Protoypes (#4262)"

This reverts commit 20bf5739a9.
This commit is contained in:
Silver
2021-08-24 00:50:39 -06:00
committed by Silver
parent 20bf5739a9
commit e708091518
121 changed files with 711 additions and 10237 deletions

View File

@@ -7,20 +7,9 @@ using Content.Shared.Mining;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Random;
<<<<<<< HEAD
<<<<<<< refs/remotes/origin/master
=======
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
>>>>>>> Refactor damageablecomponent update (#4406)
=======
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
>>>>>>> refactor-damageablecomponent
namespace Content.Server.Mining.Components
{
@@ -32,25 +21,10 @@ namespace Content.Server.Mining.Components
public override string Name => "AsteroidRock";
private static readonly string[] SpriteStates = {"0", "1", "2", "3", "4"};
<<<<<<< HEAD
<<<<<<< refs/remotes/origin/master
=======
=======
>>>>>>> refactor-damageablecomponent
// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
[DataField("damageType")]
private readonly string _damageTypeID = "Blunt"!;
[ViewVariables(VVAccess.ReadWrite)]
public DamageTypePrototype DamageType = default!;
<<<<<<< HEAD
>>>>>>> Refactor damageablecomponent update (#4406)
=======
>>>>>>> refactor-damageablecomponent
protected override void Initialize()
{
base.Initialize();
DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(AsteroidRockVisuals.State, _random.Pick(SpriteStates));
@@ -63,15 +37,7 @@ namespace Content.Server.Mining.Components
if (!item.TryGetComponent(out MeleeWeaponComponent? meleeWeaponComponent))
return false;
<<<<<<< HEAD
<<<<<<< refs/remotes/origin/master
Owner.GetComponent<IDamageableComponent>().ChangeDamage(DamageType.Blunt, meleeWeaponComponent.Damage, false, item);
=======
Owner.GetComponent<IDamageableComponent>().TryChangeDamage(DamageType, meleeWeaponComponent.Damage);
>>>>>>> Refactor damageablecomponent update (#4406)
=======
Owner.GetComponent<IDamageableComponent>().TryChangeDamage(DamageType, meleeWeaponComponent.Damage);
>>>>>>> refactor-damageablecomponent
if (!item.TryGetComponent(out PickaxeComponent? pickaxeComponent))
return true;