* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class DeadMobState : SharedDeadMobState
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{
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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if (entity.TryGetComponent(out PhysicsComponent physics))
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{
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physics.CanCollide = false;
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}
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}
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public override void ExitState(IEntity entity)
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{
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base.ExitState(entity);
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out PhysicsComponent physics))
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{
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physics.CanCollide = true;
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}
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}
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}
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}
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