* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Tools.Components;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Damage.Components
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{
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[RegisterComponent]
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public class DamageOnToolInteractComponent : Component, IInteractUsing
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{
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public override string Name => "DamageOnToolInteract";
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[DataField("tools")]
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private List<ToolQuality> _tools = new();
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[DataField("weldingDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier WeldingDamage = default!;
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[DataField("defaultDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier DefaultDamage = default!;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
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{
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foreach (var toolQuality in _tools)
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{
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if (tool.HasQuality(ToolQuality.Welding) && toolQuality == ToolQuality.Welding)
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{
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if (eventArgs.Using.TryGetComponent(out WelderComponent? welder) && welder.WelderLit)
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{
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.Target.Uid, WeldingDamage);
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return true;
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}
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break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
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}
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if (tool.HasQuality(toolQuality))
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{
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.Target.Uid, DefaultDamage);
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return true;
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}
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}
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}
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return false;
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}
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}
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}
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