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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -1,7 +1,5 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Construction;
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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.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -10,11 +8,8 @@ using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Damage
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{
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class BreakableConstructionComponent : RuinableComponent
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public class BreakableConstructionComponent : Component, IDestroyAct
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{
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private ActSystem _actSystem = default!;
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public override string Name => "BreakableConstruction";
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public override void ExposeData(ObjectSerializer serializer)
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@@ -24,20 +19,16 @@ namespace Content.Server.GameObjects.Components.Damage
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serializer.DataField(this, x => x.Node, "node", string.Empty);
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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 = EntitySystem.Get<ActSystem>();
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}
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public string Node { get; private set; } = string.Empty;
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protected override async void DestructionBehavior()
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async void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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if (Owner.Deleted || !Owner.TryGetComponent(out ConstructionComponent? construction) || string.IsNullOrEmpty(Node)) return;
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_actSystem.HandleBreakage(Owner);
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if (Owner.Deleted ||
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!Owner.TryGetComponent(out ConstructionComponent? construction) ||
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string.IsNullOrEmpty(Node))
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{
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return;
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}
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await construction.ChangeNode(Node);
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}
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