* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
34 lines
910 B
C#
34 lines
910 B
C#
using Content.Shared.Damage;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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/// <summary>
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/// Data class with information on how the value of a
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/// single <see cref="DamageType"/> has changed.
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/// </summary>
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public struct DamageChangeData
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{
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/// <summary>
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/// Type of damage that changed.
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/// </summary>
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public DamageType Type;
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/// <summary>
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/// The new current value for that damage.
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/// </summary>
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public int NewValue;
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/// <summary>
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/// How much the health value changed from its last value (negative is heals, positive is damage).
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/// </summary>
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public int Delta;
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public DamageChangeData(DamageType type, int newValue, int delta)
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{
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Type = type;
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NewValue = newValue;
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Delta = delta;
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}
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}
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}
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