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
This commit is contained in:
DrSmugleaf
2020-10-10 15:25:13 +02:00
committed by GitHub
parent 73c730d06c
commit dd385a0511
165 changed files with 4232 additions and 4650 deletions

View File

@@ -1,5 +1,6 @@
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
@@ -41,26 +42,12 @@ namespace Content.Server.GameObjects.Components.Mobs.State
{
case RuinableComponent ruinable:
{
if (ruinable.DeadThreshold == null)
{
break;
}
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
case BodyManagerComponent body:
{
if (body.CriticalThreshold == null)
if (!ruinable.Thresholds.TryGetValue(DamageState.Dead, out var threshold))
{
return;
}
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
var modifier = (int) (ruinable.TotalDamage / (threshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
@@ -69,8 +56,15 @@ namespace Content.Server.GameObjects.Components.Mobs.State
}
default:
{
if (!damageable.Thresholds.TryGetValue(DamageState.Critical, out var threshold))
{
return;
}
var modifier = (int) (damageable.TotalDamage / (threshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
}