Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -1,10 +1,8 @@
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using Content.Shared.Popups;
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Content.Server.DoAfter;
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using Content.Shared.Revenant;
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using Robust.Shared.Random;
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using Robust.Shared.Player;
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using Robust.Shared.Map;
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using Content.Shared.Tag;
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using Content.Shared.Maps;
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@@ -19,7 +17,6 @@ using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Shared.Item;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.MobState;
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using System.Linq;
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using Content.Server.Beam;
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using Content.Server.Emag;
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@@ -29,6 +26,9 @@ using Content.Server.Revenant.Components;
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using Content.Server.Store.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Revenant.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Utility;
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@@ -43,6 +43,7 @@ public sealed partial class RevenantSystem
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly GhostSystem _ghost = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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@@ -143,7 +144,7 @@ public sealed partial class RevenantSystem
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return;
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}
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if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState == DamageState.Alive && !HasComp<SleepingComponent>(target))
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if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState == MobState.Alive && !HasComp<SleepingComponent>(target))
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{
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_popup.PopupEntity(Loc.GetString("revenant-soul-too-powerful"), target, uid);
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return;
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@@ -197,8 +198,8 @@ public sealed partial class RevenantSystem
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}
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//KILL THEMMMM
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var damage = _mobState.GetEarliestDeadState(mobstate, 0)?.threshold;
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if (damage == null)
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if (!_mobThresholdSystem.TryGetThresholdForState(args.Target, MobState.Dead, out var damage))
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return;
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DamageSpecifier dspec = new();
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dspec.DamageDict.Add("Poison", damage.Value);
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