Feature/1754 kill player on body parts missing (#2014)

* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added isVital flag for body parts
Automatically killing creature if last vital body part removed
Marked head as vital part
This commit is contained in:
creadth
2020-09-03 21:35:39 +03:00
committed by GitHub
parent 5f79d3e31d
commit b8bf100277
7 changed files with 50 additions and 38 deletions

View File

@@ -279,16 +279,11 @@ namespace Content.Server.GameObjects.Components.Body
if (speedSum <= 0.001f || _activeLegs.Count <= 0)
{
// Case: no way of moving. Fall down.
EntitySystem.Get<StandingStateSystem>().Down(Owner);
playerMover.BaseWalkSpeed = 0.8f;
playerMover.BaseSprintSpeed = 2.0f;
}
else
{
// Case: have at least one leg. Set move speed.
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
// Extra legs stack diminishingly.
// Final speed = speed sum/(leg count-log4(leg count))
playerMover.BaseWalkSpeed =
@@ -568,28 +563,10 @@ namespace Content.Server.GameObjects.Components.Body
{
DebugTools.AssertNotNull(part);
if (!_parts.ContainsValue(part))
{
return;
}
var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
if (string.IsNullOrEmpty(slotName)) return;
DisconnectBodyPart(slotName, dropEntity);
var slotName = Parts.FirstOrDefault(x => x.Value == part).Key;
RemoveBodyPart(slotName, dropEntity);
// Call disconnect on all limbs that were hanging off this limb
if (TryGetBodyPartConnections(slotName, out List<string> connections))
{
// TODO: Optimize
foreach (var connectionName in connections)
{
if (TryGetBodyPart(connectionName, out var result) && !ConnectedToCenterPart(result))
{
DisconnectBodyPart(connectionName, dropEntity);
}
}
}
OnBodyChanged();
}
/// <summary>
@@ -757,6 +734,21 @@ namespace Content.Server.GameObjects.Components.Body
SendNetworkMessage(mechanismMessage);
}
if (CurrentDamageState == DamageState.Dead) return true;
// creadth: fall down if no legs
if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
{
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
// creadth: immediately kill entity if last vital part removed
if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
{
CurrentDamageState = DamageState.Dead;
ForceHealthChangedEvent();
}
return true;
}