Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -5,6 +5,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Damage
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{
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@@ -15,18 +16,15 @@ namespace Content.Server.GameObjects.Components.Damage
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[ComponentReference(typeof(IDamageableComponent))]
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public abstract class RuinableComponent : DamageableComponent
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{
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private DamageState _currentDamageState;
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/// <summary>
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/// Sound played upon destruction.
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/// </summary>
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[ViewVariables]
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protected string DestroySound { get; private set; }
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public override List<DamageState> SupportedDamageStates =>
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new List<DamageState> {DamageState.Alive, DamageState.Dead};
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public override DamageState CurrentDamageState => _currentDamageState;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -34,8 +32,16 @@ namespace Content.Server.GameObjects.Components.Damage
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serializer.DataReadWriteFunction(
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"deadThreshold",
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100,
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t => DeadThreshold = t ,
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() => DeadThreshold ?? -1);
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t =>
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{
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if (t == null)
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{
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return;
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}
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Thresholds[DamageState.Dead] = t.Value;
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},
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() => Thresholds.TryGetValue(DamageState.Dead, out var value) ? value : (int?) null);
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serializer.DataField(this, ruinable => ruinable.DestroySound, "destroySound", string.Empty);
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}
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@@ -52,12 +58,12 @@ namespace Content.Server.GameObjects.Components.Damage
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/// <summary>
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/// Destroys the Owner <see cref="IEntity"/>, setting
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/// <see cref="IDamageableComponent.CurrentDamageState"/> to
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/// <see cref="DamageState.Dead"/>
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/// <see cref="IDamageableComponent.CurrentState"/> to
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/// <see cref="Shared.GameObjects.Components.Damage.DamageState.Dead"/>
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/// </summary>
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protected void PerformDestruction()
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{
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_currentDamageState = DamageState.Dead;
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CurrentState = DamageState.Dead;
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if (!Owner.Deleted && DestroySound != string.Empty)
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{
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