Explosion refactor TEST MERG (#6995)

* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
Moony
2022-03-04 13:48:01 -06:00
committed by GitHub
parent 4e203f49d2
commit 4a466f4927
71 changed files with 3958 additions and 760 deletions

View File

@@ -1,13 +1,17 @@
using Content.Server.Construction;
using Content.Server.Destructible.Thresholds;
using Content.Server.Destructible.Thresholds.Behaviors;
using Content.Server.Destructible.Thresholds.Triggers;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Stack;
using Content.Shared.Acts;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System;
namespace Content.Server.Destructible
{
@@ -50,6 +54,40 @@ namespace Content.Server.Destructible
return;
}
}
// FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not
// like there is currently any entity that is NOT just destroyed upon reaching a total-damage value.
/// <summary>
/// Figure out how much damage an entity needs to have in order to be destroyed.
/// </summary>
/// <remarks>
/// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
/// total-damage threshold.
/// </remarks>
public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null)
{
if (!Resolve(uid, ref destructible, logMissing: false))
return FixedPoint2.MaxValue;
// We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors.
// Really, this should probably just be a property of the damageable component.
var damageNeeded = FixedPoint2.MaxValue;
foreach (var threshold in destructible.Thresholds)
{
if (threshold.Trigger is not DamageTrigger trigger)
continue;
foreach (var behavior in threshold.Behaviors)
{
if (behavior is DoActsBehavior actBehavior &&
actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage))
{
damageNeeded = Math.Min(damageNeeded.Float(), trigger.Damage);
}
}
}
return damageNeeded;
}
}
// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.