ECS damageable (#4529)
* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
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@@ -6,7 +6,6 @@ using Content.Server.Power.Components;
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using Content.Server.Temperature.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Light;
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using Content.Shared.Notification.Managers;
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@@ -16,7 +15,6 @@ using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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@@ -81,16 +79,13 @@ namespace Content.Server.Light.Components
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[ViewVariables] private ContainerSlot _lightBulbContainer = default!;
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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[DataField("damageType")]
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private readonly string _damageTypeID = "Heat";
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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public DamageSpecifier Damage = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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_lightBulbContainer = Owner.EnsureContainer<ContainerSlot>("light_bulb");
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}
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@@ -116,7 +111,7 @@ namespace Content.Server.Light.Components
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IDamageableComponent? damageableComponent))
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if (!eventArgs.User.HasComponent<DamageableComponent>())
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{
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Eject();
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return false;
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@@ -143,7 +138,7 @@ namespace Content.Server.Light.Components
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void Burn()
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("powered-light-component-burn-hand"));
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damageableComponent.TryChangeDamage(DamageType, 20);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.User.Uid, Damage);
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SoundSystem.Play(Filter.Pvs(Owner), _burnHandSound.GetSound(), Owner);
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}
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@@ -285,17 +280,11 @@ namespace Content.Server.Light.Components
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case PowerChangedMessage:
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UpdateLight();
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break;
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case DamageChangedMessage msg:
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TryDestroyBulb(msg);
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break;
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}
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}
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private void TryDestroyBulb(DamageChangedMessage msg)
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public void TryDestroyBulb()
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{
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if (!msg.TookDamage)
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return;
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if (LightBulb == null || LightBulb.State == LightBulbState.Broken)
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return;
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