* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
76 lines
2.6 KiB
C#
76 lines
2.6 KiB
C#
using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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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.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.GameObjects.Components.Damage
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{
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// TODO: Repair needs to set CurrentDamageState to DamageState.Alive, but it doesn't exist... should be easy enough if it's just an interface you can slap on BreakableComponent
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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage and sets it to a "broken state" after taking
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/// enough damage.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class BreakableComponent : RuinableComponent, IExAct
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Breakable";
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private ActSystem _actSystem;
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public override List<DamageState> SupportedDamageStates =>
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new List<DamageState> {DamageState.Alive, DamageState.Dead};
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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case ExplosionSeverity.Heavy:
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PerformDestruction();
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break;
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case ExplosionSeverity.Light:
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if (_random.Prob(0.5f))
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{
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PerformDestruction();
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}
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break;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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_actSystem = _entitySystemManager.GetEntitySystem<ActSystem>();
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}
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// Might want to move this down and have a more standardized method of revival
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public void FixAllDamage()
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{
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Heal();
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CurrentState = DamageState.Alive;
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}
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protected override void DestructionBehavior()
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{
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_actSystem.HandleBreakage(Owner);
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if (!Owner.Deleted && DestroySound != string.Empty)
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{
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var pos = Owner.Transform.Coordinates;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(DestroySound, pos);
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}
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}
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}
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}
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