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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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 Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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public class NormalMobState : SharedNormalMobState
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{
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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}
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public override void UpdateState(IEntity entity, int threshold)
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{
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base.UpdateState(entity, threshold);
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if (!entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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return;
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}
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if (!entity.TryGetComponent(out ServerAlertsComponent? alerts))
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{
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return;
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}
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if (!entity.TryGetComponent(out IMobStateComponent? stateComponent))
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{
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return;
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}
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short modifier = 0;
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if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold))
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{
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modifier = (short) (damageable.TotalDamage / (earliestThreshold / 7f));
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}
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alerts.ShowAlert(AlertType.HumanHealth, modifier);
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}
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}
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}
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