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:
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user