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* Update outdated destructible in YAML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

@@ -1,8 +1,10 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Movement;
@@ -38,6 +40,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI
// To avoid modifying awakeAi while iterating over it.
private readonly List<SleepAiMessage> _queuedSleepMessages = new();
private readonly List<MobStateChangedMessage> _queuedMobStateMessages = new();
public bool IsAwake(AiLogicProcessor processor) => _awakeAi.Contains(processor);
/// <inheritdoc />
@@ -45,8 +49,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI
{
base.Initialize();
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
SubscribeLocalEvent<MobStateChangedMessage>(MobStateChanged);
var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
var processors = _reflectionManager.GetAllChildren<UtilityAi>();
foreach (var processor in processors)
{
var att = (AiLogicProcessorAttribute) Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute))!;
@@ -63,6 +68,18 @@ namespace Content.Server.GameObjects.EntitySystems.AI
if (cvarMaxUpdates <= 0)
return;
foreach (var message in _queuedMobStateMessages)
{
if (!message.Entity.TryGetComponent(out AiControllerComponent? controller))
{
continue;
}
controller.Processor?.MobStateChanged(message);
}
_queuedMobStateMessages.Clear();
foreach (var message in _queuedSleepMessages)
{
switch (message.Sleep)
@@ -118,6 +135,16 @@ namespace Content.Server.GameObjects.EntitySystems.AI
_queuedSleepMessages.Add(message);
}
private void MobStateChanged(MobStateChangedMessage message)
{
if (!message.Entity.HasComponent<AiControllerComponent>())
{
return;
}
_queuedMobStateMessages.Add(message);
}
/// <summary>
/// Will start up the controller's processor if not already done so.
/// Also add them to the awakeAi for updates.
@@ -132,11 +159,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI
_awakeAi.Add(controller.Processor);
}
private AiLogicProcessor CreateProcessor(string name)
private UtilityAi CreateProcessor(string name)
{
if (_processorTypes.TryGetValue(name, out var type))
{
return (AiLogicProcessor)_typeFactory.CreateInstance(type);
return (UtilityAi)_typeFactory.CreateInstance(type);
}
// processor needs to inherit AiLogicProcessor, and needs an AiLogicProcessorAttribute to define the YAML name