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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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#nullable enable
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using System.Collections.Generic;
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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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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.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Destructible
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{
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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage
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/// and triggers thresholds when reached.
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/// </summary>
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[RegisterComponent]
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public class DestructibleComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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private ActSystem _actSystem = default!;
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public override string Name => "Destructible";
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[ViewVariables]
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private SortedDictionary<int, Threshold> _lowestToHighestThresholds = new();
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[ViewVariables] private int PreviousTotalDamage { get; set; }
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public IReadOnlyDictionary<int, Threshold> LowestToHighestThresholds => _lowestToHighestThresholds;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"thresholds",
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new Dictionary<int, Threshold>(),
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thresholds => _lowestToHighestThresholds = new SortedDictionary<int, Threshold>(thresholds),
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() => new Dictionary<int, Threshold>(_lowestToHighestThresholds));
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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 override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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{
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if (msg.Damageable.Owner != Owner)
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{
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break;
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}
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foreach (var (damage, threshold) in _lowestToHighestThresholds)
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{
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if (threshold.Triggered)
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{
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if (threshold.TriggersOnce)
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{
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continue;
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}
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if (PreviousTotalDamage >= damage)
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{
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continue;
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}
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}
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if (msg.Damageable.TotalDamage >= damage)
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{
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var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold, msg.Damageable.TotalDamage, damage);
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SendMessage(thresholdMessage);
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threshold.Trigger(Owner, _random, _actSystem);
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}
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}
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PreviousTotalDamage = msg.Damageable.TotalDamage;
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break;
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}
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}
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}
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}
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}
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