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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -16,6 +16,7 @@ using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Disposal;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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@@ -139,11 +140,10 @@ namespace Content.Server.GameObjects.Components.Disposal
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return false;
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}
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if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
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!physics.CanCollide)
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{
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if (!(entity.TryGetComponent(out IDamageableComponent? damageState) && damageState.CurrentState == DamageState.Dead)) {
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if (!(entity.TryGetComponent(out IMobStateComponent? state) && state.IsDead())) {
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return false;
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}
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}
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