Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
This commit is contained in:
@@ -9,10 +9,8 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Projectiles.Components
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{
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@@ -27,96 +25,33 @@ namespace Content.Server.Projectiles.Components
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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=======
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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>>>>>>> refactor-damageablecomponent
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[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
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private int _collisionMask = (int) CollisionGroup.Opaque;
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public float Damage
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{
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get => _damage;
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set => _damage = value;
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}
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[DataField("damage")]
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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private float _damage = 10f;
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public DamageType DamageType => _damageType;
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[DataField("damageType")]
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private DamageType _damageType = DamageType.Heat;
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public float MaxLength => 20.0f;
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=======
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public float Damage { get; set; } = 10f;
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public float MaxLength => 20.0f;
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>>>>>>> refactor-damageablecomponent
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<<<<<<< refs/remotes/origin/master
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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=======
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[DataField("damageType", required: true)]
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private string _damageTypeID = default!;
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private DamageTypePrototype _damageType => _prototypeManager.Index<DamageTypePrototype>(_damageTypeID);
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>>>>>>> update damagecomponent across shared and server
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=======
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public float Damage { get; set; } = 10f;
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<<<<<<< refs/remotes/origin/master
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>>>>>>> Refactor damageablecomponent update (#4406)
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public float ColorModifier { get; set; } = 1.0f;
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<<<<<<< HEAD
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[DataField("spriteName")]
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=======
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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[DataField("spriteName")]
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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[DataField("spriteName")]
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>>>>>>> refactor-damageablecomponent
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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[DataField("muzzleFlash")]
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private string? _muzzleFlash;
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[DataField("impactFlash")]
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private string? _impactFlash;
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[DataField("soundHitWall")]
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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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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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=======
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private string _soundHitWall = "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg";
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[DataField("spriteName")]
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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=======
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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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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")]
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private readonly string _damageTypeID = "Piercing";
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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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>>>>>>> update damagecomponent across shared and server
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=======
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>>>>>>> refactor-damageablecomponent
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity? hitEntity = null)
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{
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@@ -13,8 +13,6 @@ namespace Content.Server.Projectiles.Components
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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{
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
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[ViewVariables]
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@@ -23,33 +21,12 @@ namespace Content.Server.Projectiles.Components
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get => _damages;
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set => _damages = value;
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}
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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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// This also requires changing the dictionary type and modifying ProjectileSystem.cs, which uses it.
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// While thats being done, also replace "damages" -> "damageTypes" For consistency.
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[DataField("damages")]
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, int> Damages { get; set; } = new();
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<<<<<<< HEAD
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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>>>>>>> refactor-damageablecomponent
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[DataField("deleteOnCollide")]
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public bool DeleteOnCollide { get; } = true;
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// Get that juicy FPS hit sound
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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[DataField("soundHit", required: true)] public SoundSpecifier? SoundHit = default!;
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=======
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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>>>>>>> refactor-damageablecomponent
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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public bool DamagedEntity;
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@@ -7,17 +7,12 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Content.Shared.Damage;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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internal sealed class ProjectileSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -44,27 +39,19 @@ namespace Content.Server.Projectiles
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}
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else
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{
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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var soundHit = component.SoundHit?.GetSound();
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if (!string.IsNullOrEmpty(soundHit))
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SoundSystem.Play(playerFilter, soundHit, coordinates);
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=======
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SoundSystem.Play(playerFilter, component.SoundHit.GetSound(), coordinates);
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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SoundSystem.Play(playerFilter, component.SoundHit.GetSound(), coordinates);
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>>>>>>> refactor-damageablecomponent
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}
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if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
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{
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EntityManager.TryGetEntity(component.Shooter, out var shooter);
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foreach (var (damageTypeID, amount) in component.Damages)
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foreach (var (damageType, amount) in component.Damages)
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{
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damage.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>(damageTypeID), amount);
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damage.ChangeDamage(damageType, amount, false, shooter);
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}
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component.DamagedEntity = true;
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