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* Update outdated destructible in YAML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

@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using Robust.Shared.GameObjects;
@@ -185,15 +186,19 @@ namespace Content.Server.GameObjects.Components.Nutrition
HungerThresholdEffect();
Dirty();
}
if (_currentHungerThreshold == HungerThreshold.Dead)
if (_currentHungerThreshold != HungerThreshold.Dead)
return;
if (!Owner.TryGetComponent(out IDamageableComponent damageable))
return;
if (!Owner.TryGetComponent(out IMobStateComponent mobState))
return;
if (!mobState.IsDead())
{
if (Owner.TryGetComponent(out IDamageableComponent damageable))
{
if (damageable.CurrentState != DamageState.Dead)
{
damageable.ChangeDamage(DamageType.Blunt, 2, true, null);
}
}
damageable.ChangeDamage(DamageType.Blunt, 2, true);
}
}
@@ -209,6 +214,4 @@ namespace Content.Server.GameObjects.Components.Nutrition
return new HungerComponentState(_currentHungerThreshold);
}
}
}