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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
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@@ -8,7 +8,7 @@ using Robust.Shared.Map;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior on getting destoyed.
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/// This interface gives components behavior on getting destroyed.
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/// </summary>
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public interface IDestroyAct
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{
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@@ -21,7 +21,6 @@ namespace Content.Shared.GameObjects.EntitySystems
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public class DestructionEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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public bool IsSpawnWreck { get; set; }
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}
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public class BreakageEventArgs : EventArgs
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@@ -55,19 +54,20 @@ namespace Content.Shared.GameObjects.EntitySystems
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[UsedImplicitly]
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public sealed class ActSystem : EntitySystem
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{
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public void HandleDestruction(IEntity owner, bool isWreck)
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public void HandleDestruction(IEntity owner)
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{
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var eventArgs = new DestructionEventArgs
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{
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Owner = owner,
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IsSpawnWreck = isWreck
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Owner = owner
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};
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var destroyActs = owner.GetAllComponents<IDestroyAct>().ToList();
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foreach (var destroyAct in destroyActs)
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{
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destroyAct.OnDestroy(eventArgs);
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}
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owner.Delete();
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}
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