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* Update outdated destructible in YAML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:
DrSmugleaf
2020-12-07 14:52:55 +01:00
committed by GitHub
parent 9a187629ba
commit 02bca4c0d8
133 changed files with 3195 additions and 5897 deletions

View File

@@ -2,6 +2,7 @@
using Content.Server.GlobalVerbs;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
using NUnit.Framework;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
@@ -14,7 +15,7 @@ namespace Content.IntegrationTests.Tests.Commands
[TestOf(typeof(RejuvenateVerb))]
public class RejuvenateTest : ContentIntegrationTest
{
private const string PROTOTYPES = @"
private const string Prototypes = @"
- type: entity
name: DamageableDummy
id: DamageableDummy
@@ -23,12 +24,17 @@ namespace Content.IntegrationTests.Tests.Commands
damagePrototype: biologicalDamageContainer
criticalThreshold: 100
deadThreshold: 200
- type: MobState
thresholds:
0: !type:NormalMobState {}
100: !type:CriticalMobState {}
200: !type:DeadMobState {}
";
[Test]
public async Task RejuvenateDeadTest()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
var server = StartServerDummyTicker(options);
await server.WaitAssertion(() =>
@@ -43,19 +49,30 @@ namespace Content.IntegrationTests.Tests.Commands
// Sanity check
Assert.True(human.TryGetComponent(out IDamageableComponent damageable));
Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Alive));
Assert.True(human.TryGetComponent(out IMobStateComponent mobState));
Assert.That(mobState.IsAlive, Is.True);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.False);
Assert.That(mobState.IsIncapacitated, Is.False);
// Kill the entity
damageable.ChangeDamage(DamageClass.Brute, 10000000, true);
// Check that it is dead
Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Dead));
Assert.That(mobState.IsAlive, Is.False);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.True);
Assert.That(mobState.IsIncapacitated, Is.True);
// Rejuvenate them
RejuvenateVerb.PerformRejuvenate(human);
// Check that it is alive and with no damage
Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Alive));
Assert.That(mobState.IsAlive, Is.True);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.False);
Assert.That(mobState.IsIncapacitated, Is.False);
Assert.That(damageable.TotalDamage, Is.Zero);
});
}