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>
This commit is contained in:
Hannah Giovanna Dawson
2025-10-27 19:53:04 +00:00
committed by GitHub
parent cf66dd7b35
commit cdbe92d37d
157 changed files with 1127 additions and 967 deletions

View File

@@ -3,7 +3,9 @@ using Content.Server.Destructible;
using Content.Server.Destructible.Thresholds;
using Content.Server.Destructible.Thresholds.Behaviors;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio.Systems;
using Content.Shared.Destructible;
@@ -124,7 +126,7 @@ namespace Content.IntegrationTests.Tests.Destructible
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
// Set damage to 0
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
sDamageableSystem.ClearAllDamage((sDestructibleEntity, sDamageableComponent));
// Damage for 100, up to 100
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 10, true);
@@ -185,7 +187,7 @@ namespace Content.IntegrationTests.Tests.Destructible
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal all damage
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
sDamageableSystem.ClearAllDamage((sDestructibleEntity, sDamageableComponent));
// Damage up to 50
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 5, true);
@@ -247,7 +249,7 @@ namespace Content.IntegrationTests.Tests.Destructible
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal the entity completely
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
sDamageableSystem.ClearAllDamage((sDestructibleEntity, sDamageableComponent));
// Check that the entity has 0 damage
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));