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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -1,72 +1,10 @@
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using System.Collections.Generic;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Random;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Damage
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{
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// TODO: Repair needs to set CurrentDamageState to DamageState.Alive, but it doesn't exist... should be easy enough if it's just an interface you can slap on BreakableComponent
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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage and sets it to a "broken state" after taking
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/// enough damage.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class BreakableComponent : RuinableComponent, IExAct
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public class BreakableComponent : Component
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Breakable";
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private ActSystem _actSystem;
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public override List<DamageState> SupportedDamageStates =>
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new() {DamageState.Alive, DamageState.Dead};
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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case ExplosionSeverity.Heavy:
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PerformDestruction();
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break;
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case ExplosionSeverity.Light:
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if (_random.Prob(0.5f))
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{
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PerformDestruction();
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}
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break;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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_actSystem = _entitySystemManager.GetEntitySystem<ActSystem>();
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}
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// Might want to move this down and have a more standardized method of revival
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public void FixAllDamage()
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{
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Heal();
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CurrentState = DamageState.Alive;
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}
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protected override void DestructionBehavior()
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{
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_actSystem.HandleBreakage(Owner);
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}
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}
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}
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