* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
96 lines
3.1 KiB
C#
96 lines
3.1 KiB
C#
using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Verbs;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.GlobalVerbs
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{
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/// <summary>
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/// Completely removes all damage from the DamageableComponent (heals the mob).
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/// </summary>
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[GlobalVerb]
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public class RejuvenateVerb : GlobalVerb
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{
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public override bool RequireInteractionRange => false;
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public override bool BlockedByContainers => false;
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public override void GetData(IEntity user, IEntity target, VerbData data)
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{
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data.Text = Loc.GetString("Rejuvenate");
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data.CategoryData = VerbCategories.Debug;
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data.Visibility = VerbVisibility.Invisible;
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (!target.HasComponent<IDamageableComponent>() && !target.HasComponent<HungerComponent>() &&
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!target.HasComponent<ThirstComponent>())
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{
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return;
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}
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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{
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data.Visibility = VerbVisibility.Visible;
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}
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}
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}
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public override void Activate(IEntity user, IEntity target)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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PerformRejuvenate(target);
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}
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}
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public static void PerformRejuvenate(IEntity target)
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{
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if (target.TryGetComponent(out IDamageableComponent damage))
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{
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damage.Heal();
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}
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if (target.TryGetComponent(out IMobStateComponent mobState))
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{
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mobState.UpdateState(0);
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}
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if (target.TryGetComponent(out HungerComponent hunger))
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{
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hunger.ResetFood();
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}
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if (target.TryGetComponent(out ThirstComponent thirst))
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{
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thirst.ResetThirst();
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}
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if (target.TryGetComponent(out StunnableComponent stun))
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{
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stun.ResetStuns();
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}
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if (target.TryGetComponent(out FlammableComponent flammable))
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{
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flammable.Extinguish();
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}
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if (target.TryGetComponent(out CreamPiedComponent creamPied))
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{
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creamPied.Wash();
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}
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}
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}
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}
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