Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -1,6 +1,8 @@
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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@@ -21,7 +23,7 @@ public sealed class WindowRepair : InteractionTest
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var damageType = Server.ProtoMan.Index(BluntDamageType);
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var damage = new DamageSpecifier(damageType, FixedPoint2.New(10));
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Assert.That(comp.Damage.GetTotal(), Is.EqualTo(FixedPoint2.Zero));
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await Server.WaitPost(() => sys.TryChangeDamage(SEntMan.GetEntity(Target), damage, ignoreResistances: true));
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await Server.WaitPost(() => sys.TryChangeDamage(SEntMan.GetEntity(Target).Value, damage, ignoreResistances: true));
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await RunTicks(5);
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Assert.That(comp.Damage.GetTotal(), Is.GreaterThan(FixedPoint2.Zero));
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