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* Update outdated destructible in YAML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

@@ -1,7 +1,5 @@
#nullable enable
using System;
using Content.Server.GameObjects.Components.Construction;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
@@ -10,11 +8,8 @@ using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Damage
{
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class BreakableConstructionComponent : RuinableComponent
public class BreakableConstructionComponent : Component, IDestroyAct
{
private ActSystem _actSystem = default!;
public override string Name => "BreakableConstruction";
public override void ExposeData(ObjectSerializer serializer)
@@ -24,20 +19,16 @@ namespace Content.Server.GameObjects.Components.Damage
serializer.DataField(this, x => x.Node, "node", string.Empty);
}
public override void Initialize()
{
base.Initialize();
_actSystem = EntitySystem.Get<ActSystem>();
}
public string Node { get; private set; } = string.Empty;
protected override async void DestructionBehavior()
async void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
{
if (Owner.Deleted || !Owner.TryGetComponent(out ConstructionComponent? construction) || string.IsNullOrEmpty(Node)) return;
_actSystem.HandleBreakage(Owner);
if (Owner.Deleted ||
!Owner.TryGetComponent(out ConstructionComponent? construction) ||
string.IsNullOrEmpty(Node))
{
return;
}
await construction.ChangeNode(Node);
}