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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -10,6 +10,7 @@ using Content.Server.GameObjects.EntitySystems.AI;
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using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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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.Server.AI;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -130,28 +131,18 @@ namespace Content.Server.AI.Utility.AiLogic
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_planCooldownRemaining = PlanCooldown;
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_blackboard = new Blackboard(SelfEntity);
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_planner = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AiActionSystem>();
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if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
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{
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damageableComponent.HealthChangedEvent += DeathHandle;
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}
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}
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public override void Shutdown()
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{
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// TODO: If DamageableComponent removed still need to unsubscribe?
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if (SelfEntity.TryGetComponent(out IDamageableComponent damageableComponent))
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{
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damageableComponent.HealthChangedEvent -= DeathHandle;
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}
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var currentOp = CurrentAction?.ActionOperators.Peek();
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currentOp?.Shutdown(Outcome.Failed);
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}
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private void DeathHandle(HealthChangedEventArgs eventArgs)
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public void MobStateChanged(MobStateChangedMessage message)
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{
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var oldDeadState = _isDead;
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_isDead = eventArgs.Damageable.CurrentState == DamageState.Dead || eventArgs.Damageable.CurrentState == DamageState.Critical;
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_isDead = message.Component.IsIncapacitated();
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if (oldDeadState != _isDead)
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{
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