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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
This commit is contained in:
@@ -0,0 +1,8 @@
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using Content.Shared.GameObjects.Components.Mobs.State;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class CriticalMobState : SharedCriticalMobState
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{
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}
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}
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@@ -1,30 +0,0 @@
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class CriticalState : SharedCriticalState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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}
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public override void ExitState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -1,5 +1,4 @@
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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@@ -9,10 +8,12 @@ using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class DeadState : SharedDeadState
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public class DeadMobState : SharedDeadMobState
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{
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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@@ -28,6 +29,8 @@ namespace Content.Client.GameObjects.Components.Mobs.State
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public override void ExitState(IEntity entity)
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{
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base.ExitState(entity);
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out PhysicsComponent physics))
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@@ -35,7 +38,5 @@ namespace Content.Client.GameObjects.Components.Mobs.State
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physics.CanCollide = true;
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}
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -0,0 +1,13 @@
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#nullable enable
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMobStateComponent))]
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[ComponentReference(typeof(IMobStateComponent))]
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public class MobStateComponent : SharedMobStateComponent
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{
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}
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}
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@@ -1,62 +0,0 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMobStateManagerComponent))]
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public class MobStateManagerComponent : SharedMobStateManagerComponent
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new()
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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{DamageState.Dead, new DeadState()}
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};
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private DamageState _currentDamageState;
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protected override IReadOnlyDictionary<DamageState, IMobState> Behavior => _behavior;
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public override DamageState CurrentDamageState
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{
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get => _currentDamageState;
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protected set
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{
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if (_currentDamageState == value)
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{
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return;
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}
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if (_currentDamageState != DamageState.Invalid)
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{
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CurrentMobState.ExitState(Owner);
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}
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_currentDamageState = value;
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not MobStateManagerComponentState state)
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{
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return;
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}
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_currentDamageState = state.DamageState;
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CurrentMobState?.ExitState(Owner);
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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}
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}
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@@ -1,25 +1,20 @@
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class NormalState : SharedNormalState
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public class NormalMobState : SharedNormalMobState
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{
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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UpdateState(entity);
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}
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public override void ExitState(IEntity entity) { }
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public override void UpdateState(IEntity entity) { }
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}
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}
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