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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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:
@@ -1,9 +1,7 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
@@ -17,20 +15,7 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// (including both damage negated by resistance or simply inputting 0 as
|
||||
/// the amount of damage to deal).
|
||||
/// </summary>
|
||||
event Action<HealthChangedEventArgs> HealthChangedEvent;
|
||||
|
||||
Dictionary<DamageState, int> Thresholds { get; }
|
||||
|
||||
/// <summary>
|
||||
/// List of all <see cref="Damage.DamageState">DamageStates</see> that
|
||||
/// <see cref="CurrentState"/> can be.
|
||||
/// </summary>
|
||||
List<DamageState> SupportedDamageStates { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="Damage.DamageState"/> currently representing this component.
|
||||
/// </summary>
|
||||
DamageState CurrentState { get; set; }
|
||||
event Action<DamageChangedEventArgs> HealthChangedEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Sum of all damages taken.
|
||||
@@ -71,6 +56,10 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// <param name="flag">The flag to remove.</param>
|
||||
void RemoveFlag(DamageFlag flag);
|
||||
|
||||
bool SupportsDamageClass(DamageClass @class);
|
||||
|
||||
bool SupportsDamageType(DamageType type);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of damage of a type.
|
||||
/// </summary>
|
||||
@@ -79,7 +68,7 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// <returns>
|
||||
/// True if the given <see cref="type"/> is supported, false otherwise.
|
||||
/// </returns>
|
||||
bool TryGetDamage(DamageType type, [NotNullWhen(true)] out int damage);
|
||||
bool TryGetDamage(DamageType type, out int damage);
|
||||
|
||||
/// <summary>
|
||||
/// Changes the specified <see cref="DamageType"/>, applying
|
||||
@@ -101,10 +90,14 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// False if the given type is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(DamageType type, int amount, bool ignoreResistances, IEntity? source = null,
|
||||
HealthChangeParams? extraParams = null);
|
||||
bool ChangeDamage(
|
||||
DamageType type,
|
||||
int amount,
|
||||
bool ignoreResistances,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Changes the specified <see cref="DamageClass"/>, applying
|
||||
@@ -127,10 +120,14 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// Returns false if the given class is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null,
|
||||
HealthChangeParams? extraParams = null);
|
||||
bool ChangeDamage(
|
||||
DamageClass @class,
|
||||
int amount,
|
||||
bool ignoreResistances,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Forcefully sets the specified <see cref="DamageType"/> to the given
|
||||
@@ -145,9 +142,13 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// Returns false if the given type is not supported or improper
|
||||
/// <see cref="HealthChangeParams"/> were provided; true otherwise.
|
||||
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
|
||||
/// </returns>
|
||||
bool SetDamage(DamageType type, int newValue, IEntity? source = null, HealthChangeParams? extraParams = null);
|
||||
bool SetDamage(
|
||||
DamageType type,
|
||||
int newValue,
|
||||
IEntity? source = null,
|
||||
DamageChangeParams? extraParams = null);
|
||||
|
||||
/// <summary>
|
||||
/// Sets all damage values to zero.
|
||||
@@ -158,103 +159,5 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
/// Invokes the HealthChangedEvent with the current values of health.
|
||||
/// </summary>
|
||||
void ForceHealthChangedEvent();
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the health of an entity until it enters
|
||||
/// <see cref="threshold"/>.
|
||||
/// </summary>
|
||||
/// <param name="threshold">The state to use as a threshold.</param>
|
||||
/// <returns>
|
||||
/// The current and maximum health on this entity based on
|
||||
/// <see cref="threshold"/>, or null if the state is not supported.
|
||||
/// </returns>
|
||||
(int current, int max)? Health(DamageState threshold);
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the health of an entity until it enters
|
||||
/// <see cref="threshold"/>.
|
||||
/// </summary>
|
||||
/// <param name="threshold">The state to use as a threshold.</param>
|
||||
/// <param name="health">
|
||||
/// The current and maximum health on this entity based on
|
||||
/// <see cref="threshold"/>, or null if the state is not supported.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// True if <see cref="threshold"/> is supported, false otherwise.
|
||||
/// </returns>
|
||||
bool TryHealth(DamageState threshold, [NotNullWhen(true)] out (int current, int max) health);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how to damage a
|
||||
/// <see cref="IDamageableComponent"/>.
|
||||
/// While not necessary to damage for all instances, classes such as
|
||||
/// <see cref="SharedBodyComponent"/> may require it for extra data
|
||||
/// (such as selecting which limb to target).
|
||||
/// </summary>
|
||||
public class HealthChangeParams : EventArgs
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how the <see cref="DamageType"/>
|
||||
/// values of a <see cref="IDamageableComponent"/> have changed.
|
||||
/// </summary>
|
||||
public class HealthChangedEventArgs : EventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
|
||||
/// </summary>
|
||||
public readonly IDamageableComponent Damageable;
|
||||
|
||||
/// <summary>
|
||||
/// List containing data on each <see cref="DamageType"/> that was changed.
|
||||
/// </summary>
|
||||
public readonly List<HealthChangeData> Data;
|
||||
|
||||
public HealthChangedEventArgs(IDamageableComponent damageable, List<HealthChangeData> data)
|
||||
{
|
||||
Damageable = damageable;
|
||||
Data = data;
|
||||
}
|
||||
|
||||
public HealthChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
|
||||
{
|
||||
Damageable = damageable;
|
||||
|
||||
var datum = new HealthChangeData(type, newValue, delta);
|
||||
var data = new List<HealthChangeData> {datum};
|
||||
|
||||
Data = data;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data class with information on how the value of a
|
||||
/// single <see cref="DamageType"/> has changed.
|
||||
/// </summary>
|
||||
public struct HealthChangeData
|
||||
{
|
||||
/// <summary>
|
||||
/// Type of damage that changed.
|
||||
/// </summary>
|
||||
public DamageType Type;
|
||||
|
||||
/// <summary>
|
||||
/// The new current value for that damage.
|
||||
/// </summary>
|
||||
public int NewValue;
|
||||
|
||||
/// <summary>
|
||||
/// How much the health value changed from its last value (negative is heals, positive is damage).
|
||||
/// </summary>
|
||||
public int Delta;
|
||||
|
||||
public HealthChangeData(DamageType type, int newValue, int delta)
|
||||
{
|
||||
Type = type;
|
||||
NewValue = newValue;
|
||||
Delta = delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user