Add destructible component threshold triggers (#3080)

* WIP changes

* Fix tests, merge conflict and trigger once behavior

* Update yml

* Change test strings to be consts

* Fix total damage types and classes triggers

* Simplify damage trigger logic, move state to Threshold

* Update outdated code and docs

* Change the name of IBehavior back to IThresholdBehavior

* Change human gibbing to trigger at 400 brute damage

* Change gibbing from brute to blunt damage

* Fix one (1) typo

* Add damage class trigger test

* Add missing nullable enable to thresholds
This commit is contained in:
DrSmugleaf
2021-02-05 13:41:05 +01:00
committed by GitHub
parent 9640c33210
commit b62cc84e8c
71 changed files with 1678 additions and 899 deletions

View File

@@ -22,22 +22,15 @@ namespace Content.Server.GameObjects.Components.Destructible
public override string Name => "Destructible";
[ViewVariables]
private SortedDictionary<int, Threshold> _lowestToHighestThresholds = new();
[ViewVariables] private List<Threshold> _thresholds = new();
[ViewVariables] private int PreviousTotalDamage { get; set; }
public IReadOnlyDictionary<int, Threshold> LowestToHighestThresholds => _lowestToHighestThresholds;
public IReadOnlyList<Threshold> Thresholds => _thresholds;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"thresholds",
new Dictionary<int, Threshold>(),
thresholds => _lowestToHighestThresholds = new SortedDictionary<int, Threshold>(thresholds),
() => new Dictionary<int, Threshold>(_lowestToHighestThresholds));
serializer.DataField(ref _thresholds, "thresholds", new List<Threshold>());
}
public override void Initialize()
@@ -60,32 +53,17 @@ namespace Content.Server.GameObjects.Components.Destructible
break;
}
foreach (var (damage, threshold) in _lowestToHighestThresholds)
foreach (var threshold in _thresholds)
{
if (threshold.Triggered)
if (threshold.Reached(msg.Damageable, _destructibleSystem))
{
if (threshold.TriggersOnce)
{
continue;
}
if (PreviousTotalDamage >= damage)
{
continue;
}
}
if (msg.Damageable.TotalDamage >= damage)
{
var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold, msg.Damageable.TotalDamage, damage);
var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
SendMessage(thresholdMessage);
threshold.Trigger(Owner, _destructibleSystem);
threshold.Execute(Owner, _destructibleSystem);
}
}
PreviousTotalDamage = msg.Damageable.TotalDamage;
break;
}
}