* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
111 lines
2.7 KiB
C#
111 lines
2.7 KiB
C#
using System;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior on getting destroyed.
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/// </summary>
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public interface IDestroyAct
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{
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/// <summary>
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/// Called when object is destroyed
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/// </summary>
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void OnDestroy(DestructionEventArgs eventArgs);
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}
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public class DestructionEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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}
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public class BreakageEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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}
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public interface IBreakAct
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{
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/// <summary>
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/// Called when object is broken
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/// </summary>
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void OnBreak(BreakageEventArgs eventArgs);
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}
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public interface IExAct
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{
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/// <summary>
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/// Called when explosion reaches the entity
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/// </summary>
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void OnExplosion(ExplosionEventArgs eventArgs);
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}
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public class ExplosionEventArgs : EventArgs
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{
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public EntityCoordinates Source { get; set; }
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public IEntity Target { get; set; }
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public ExplosionSeverity Severity { get; set; }
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}
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[UsedImplicitly]
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public sealed class ActSystem : EntitySystem
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{
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public void HandleDestruction(IEntity owner)
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{
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var eventArgs = new DestructionEventArgs
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{
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Owner = owner
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};
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var destroyActs = owner.GetAllComponents<IDestroyAct>().ToList();
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foreach (var destroyAct in destroyActs)
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{
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destroyAct.OnDestroy(eventArgs);
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}
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owner.Delete();
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}
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public void HandleExplosion(EntityCoordinates source, IEntity target, ExplosionSeverity severity)
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{
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var eventArgs = new ExplosionEventArgs
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{
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Source = source,
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Target = target,
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Severity = severity
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};
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var exActs = target.GetAllComponents<IExAct>().ToList();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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public void HandleBreakage(IEntity owner)
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{
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var eventArgs = new BreakageEventArgs
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{
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Owner = owner,
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};
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var breakActs = owner.GetAllComponents<IBreakAct>().ToList();
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foreach (var breakAct in breakActs)
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{
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breakAct.OnBreak(eventArgs);
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}
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}
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}
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public enum ExplosionSeverity
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{
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Light,
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Heavy,
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Destruction,
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}
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}
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