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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -11,6 +11,7 @@ using Content.Shared.Damage;
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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.Medical;
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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.GameObjects.Components;
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@@ -146,14 +147,23 @@ namespace Content.Server.GameObjects.Components.Medical
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UserInterface?.SetState(newState);
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}
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private MedicalScannerStatus GetStatusFromDamageState(DamageState damageState)
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private MedicalScannerStatus GetStatusFromDamageState(IMobStateComponent state)
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{
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switch (damageState)
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if (state.IsAlive())
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{
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case DamageState.Alive: return MedicalScannerStatus.Green;
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case DamageState.Critical: return MedicalScannerStatus.Red;
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case DamageState.Dead: return MedicalScannerStatus.Death;
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default: throw new ArgumentException(nameof(damageState));
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return MedicalScannerStatus.Green;
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}
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else if (state.IsCritical())
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{
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return MedicalScannerStatus.Red;
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}
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else if (state.IsDead())
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{
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return MedicalScannerStatus.Death;
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}
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else
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{
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return MedicalScannerStatus.Yellow;
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}
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}
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@@ -162,9 +172,11 @@ namespace Content.Server.GameObjects.Components.Medical
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if (Powered)
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{
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var body = _bodyContainer.ContainedEntity;
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return body == null
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var state = body?.GetComponentOrNull<IMobStateComponent>();
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return state == null
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? MedicalScannerStatus.Open
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: GetStatusFromDamageState(body.GetComponent<IDamageableComponent>().CurrentState);
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: GetStatusFromDamageState(state);
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}
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return MedicalScannerStatus.Off;
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