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* Update outdated destructible in YAML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

@@ -1,4 +1,5 @@
using Content.Server.Administration;
#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.Interfaces.GameTicking;
@@ -6,6 +7,7 @@ using Content.Server.Players;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Interfaces.GameObjects;
@@ -21,25 +23,25 @@ namespace Content.Server.Commands.Observer
public string Help => "ghost";
public bool CanReturn { get; set; } = true;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
{
if (player == null)
{
shell.SendText((IPlayerSession) null, "Nah");
shell.SendText(player, "Nah");
return;
}
var mind = player.ContentData().Mind;
var mind = player.ContentData()?.Mind;
if (mind == null)
{
shell.SendText(player, "You can't ghost here!");
return;
}
var canReturn = player.AttachedEntity != null && CanReturn;
var name = player.AttachedEntity?.Name ?? player.Name;
var playerEntity = player.AttachedEntity;
if (player.AttachedEntity != null && player.AttachedEntity.HasComponent<GhostComponent>())
if (playerEntity != null && playerEntity.HasComponent<GhostComponent>())
return;
if (mind.VisitingEntity != null)
@@ -48,22 +50,28 @@ namespace Content.Server.Commands.Observer
mind.VisitingEntity.Delete();
}
var position = player.AttachedEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
var position = playerEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
var canReturn = false;
if (canReturn && player.AttachedEntity.TryGetComponent(out IDamageableComponent damageable))
if (playerEntity != null && CanReturn && playerEntity.TryGetComponent(out IMobStateComponent? mobState))
{
switch (damageable.CurrentState)
if (mobState.IsDead())
{
case DamageState.Dead:
canReturn = true;
break;
case DamageState.Critical:
canReturn = true;
damageable.ChangeDamage(DamageType.Asphyxiation, 100, true, null); //todo: what if they dont breathe lol
break;
default:
canReturn = false;
break;
canReturn = true;
}
else if (mobState.IsCritical())
{
canReturn = true;
if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
damageable.ChangeDamage(DamageType.Asphyxiation, 100, true);
}
}
else
{
canReturn = false;
}
}
@@ -74,9 +82,10 @@ namespace Content.Server.Commands.Observer
var ghostComponent = ghost.GetComponent<GhostComponent>();
ghostComponent.CanReturnToBody = canReturn;
if (player.AttachedEntity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
if (playerEntity != null &&
playerEntity.TryGetComponent(out ServerOverlayEffectsComponent? overlayComponent))
{
overlayComponent?.RemoveOverlay(SharedOverlayID.CircleMaskOverlay);
overlayComponent.RemoveOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (canReturn)