* 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
130 lines
5.2 KiB
C#
130 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Radiation;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Damage
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{
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/// <summary>
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/// Component that allows entities to take damage.
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/// </summary>
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/// <remarks>
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/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. DamageContainers
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/// may also have resistances to certain damage types, defined via a <see cref="ResistanceSetPrototype"/>.
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/// </remarks>
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[RegisterComponent]
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[NetworkedComponent()]
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[Friend(typeof(DamageableSystem))]
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public class DamageableComponent : Component, IRadiationAct, IExAct
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{
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public override string Name => "Damageable";
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/// <summary>
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/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
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/// If null, all damage types will be supported.
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/// </summary>
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[DataField("damageContainer", customTypeSerializer: typeof(PrototypeIdSerializer<DamageContainerPrototype>))]
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public string? DamageContainerID;
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/// <summary>
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/// This <see cref="ResistanceSetPrototype"/> will be applied to any damage that is dealt to this container,
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/// unless the damage explicitly ignores resistances.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("resistanceSet", customTypeSerializer: typeof(PrototypeIdSerializer<ResistanceSetPrototype>))]
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public string? ResistanceSetID;
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/// <summary>
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/// All the damage information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, this allows damageable components to be initialized with non-zero damage.
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/// </remarks>
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[DataField("damage")]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new();
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/// <summary>
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/// Damage, indexed by <see cref="DamageGroupPrototype"/> ID keys.
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/// </summary>
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/// <remarks>
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/// Groups which have no members that are supported by this component will not be present in this
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/// dictionary.
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/// </remarks>
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[ViewVariables] public Dictionary<string, int> DamagePerGroup = new();
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/// <summary>
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/// The sum of all damages in the DamageableComponent.
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/// </summary>
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[ViewVariables] public int TotalDamage;
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// Really these shouldn't be here. OnExplosion() and RadiationAct() should be handled elsewhere.
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[ViewVariables]
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[DataField("radiationDamageTypes", customTypeSerializer: typeof(PrototypeIdListSerializer<DamageTypePrototype>))]
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public List<string> RadiationDamageTypeIDs = new() {"Radiation"};
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[ViewVariables]
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[DataField("explosionDamageTypes", customTypeSerializer: typeof(PrototypeIdListSerializer<DamageTypePrototype>))]
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public List<string> ExplosionDamageTypeIDs = new() { "Piercing", "Heat" };
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// TODO RADIATION Remove this.
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void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
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{
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var damageValue = Math.Max((int) (frameTime * radiation.RadsPerSecond), 1);
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// Radiation should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeID in ExplosionDamageTypeIDs)
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{
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damage.DamageDict.Add(typeID, damageValue);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, damage);
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}
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// TODO EXPLOSION Remove this.
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var damageValue = eventArgs.Severity switch
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{
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ExplosionSeverity.Light => 20,
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ExplosionSeverity.Heavy => 60,
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ExplosionSeverity.Destruction => 250,
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_ => throw new ArgumentOutOfRangeException()
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};
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// Explosion should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeID in ExplosionDamageTypeIDs)
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{
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damage.DamageDict.Add(typeID, damageValue);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, damage);
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}
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}
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[Serializable, NetSerializable]
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public class DamageableComponentState : ComponentState
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{
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public readonly Dictionary<string, int> DamageDict;
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public readonly string? ResistanceSetID;
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public DamageableComponentState(
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Dictionary<string, int> damageDict,
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string? resistanceSetID)
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{
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DamageDict = damageDict;
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ResistanceSetID = resistanceSetID;
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}
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}
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}
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