Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
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@@ -144,11 +144,10 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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{
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BodyPartLabel.Text = $"{Loc.GetString(slotName)}: {Loc.GetString(part.Owner.Name)}";
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// TODO BODY Make dead not be the destroy threshold for a body part
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if (part.Owner.TryGetComponent(out IDamageableComponent? damageable) &&
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damageable.TryHealth(DamageState.Critical, out var health))
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// TODO BODY Part damage
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if (part.Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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BodyPartHealth.Text = $"{health.current} / {health.max}";
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BodyPartHealth.Text = Loc.GetString("{0} damage", damageable.TotalDamage);
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}
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MechanismList.Clear();
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