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* Update outdated destructible in YAML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.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Shared;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
@@ -36,7 +37,7 @@ namespace Content.Server.GameTicking.GameRules
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("The game is now a death match. Kill everybody else to win!"));
_entityManager.EventBus.SubscribeEvent<HealthChangedEventArgs>(EventSource.Local, this, OnHealthChanged);
_entityManager.EventBus.SubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this, OnHealthChanged);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
@@ -44,11 +45,11 @@ namespace Content.Server.GameTicking.GameRules
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvent<HealthChangedEventArgs>(EventSource.Local, this);
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this);
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void OnHealthChanged(HealthChangedEventArgs message)
private void OnHealthChanged(DamageChangedEventArgs message)
{
_runDelayedCheck();
}
@@ -63,13 +64,14 @@ namespace Content.Server.GameTicking.GameRules
IPlayerSession winner = null;
foreach (var playerSession in _playerManager.GetAllPlayers())
{
if (playerSession.AttachedEntity == null
|| !playerSession.AttachedEntity.TryGetComponent(out IDamageableComponent damageable))
var playerEntity = playerSession.AttachedEntity;
if (playerEntity == null
|| !playerEntity.TryGetComponent(out IMobStateComponent state))
{
continue;
}
if (damageable.CurrentState != DamageState.Alive)
if (!state.IsAlive())
{
continue;
}