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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@@ -1,4 +1,3 @@
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using System.Linq;
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using Content.Shared.NPC.Prototypes;
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using Content.Server.Actions;
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using Content.Server.Body.Systems;
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@@ -11,7 +10,7 @@ using Content.Shared.Armor;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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@@ -118,7 +117,7 @@ namespace Content.Server.Zombies
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var curTime = _timing.CurTime;
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// Hurt the living infected
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var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
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var query = EntityQueryEnumerator<PendingZombieComponent, Shared.Damage.Components.DamageableComponent, MobStateComponent>();
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while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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@@ -138,11 +137,11 @@ namespace Content.Server.Zombies
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? comp.CritDamageMultiplier
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: 1f;
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_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
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_damageable.ChangeDamage((uid, damage), comp.Damage * multiplier, true, false);
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}
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// Heal the zombified
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var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
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var zombQuery = EntityQueryEnumerator<ZombieComponent, Shared.Damage.Components.DamageableComponent, MobStateComponent>();
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while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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@@ -159,7 +158,7 @@ namespace Content.Server.Zombies
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: 1f;
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// Gradual healing for living zombies.
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_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
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_damageable.ChangeDamage((uid, damage), comp.PassiveHealing * multiplier, true, false);
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}
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}
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