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* Update outdated destructible in YAML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

@@ -6,7 +6,9 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.Damage.ResistanceSet
{
/// <summary>
/// Set of resistances used by damageable objects. Each DamageType has a multiplier and flat damage reduction value.
/// Set of resistances used by damageable objects.
/// Each <see cref="DamageType"/> has a multiplier and flat damage
/// reduction value.
/// </summary>
[NetSerializable]
[Serializable]
@@ -33,14 +35,15 @@ namespace Content.Shared.Damage.ResistanceSet
public string ID { get; }
/// <summary>
/// Adjusts input damage with the resistance set values. Only applies reduction if the amount is damage (positive), not
/// Adjusts input damage with the resistance set values.
/// Only applies reduction if the amount is damage (positive), not
/// healing (negative).
/// </summary>
/// <param name="damageType">Type of damage.</param>
/// <param name="amount">Incoming amount of damage.</param>
public int CalculateDamage(DamageType damageType, int amount)
{
if (amount > 0) //Only apply reduction if it's healing, not damage.
if (amount > 0) // Only apply reduction if it's healing, not damage.
{
amount -= _resistances[damageType].FlatReduction;
@@ -59,8 +62,7 @@ namespace Content.Shared.Damage.ResistanceSet
/// <summary>
/// Settings for a specific damage type in a resistance set. Flat reduction is applied before the coefficient.
/// </summary>
[NetSerializable]
[Serializable]
[Serializable, NetSerializable]
public struct ResistanceSetSettings
{
[ViewVariables] public float Coefficient { get; private set; }