* 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
59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using Content.Server.Destructible.Thresholds;
|
|
using Content.Shared.Acts;
|
|
using Content.Shared.Damage;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Destructible
|
|
{
|
|
[UsedImplicitly]
|
|
public class DestructibleSystem : EntitySystem
|
|
{
|
|
[Dependency] public readonly IRobustRandom Random = default!;
|
|
[Dependency] public readonly AudioSystem AudioSystem = default!;
|
|
[Dependency] public readonly ActSystem ActSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(Execute);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if any thresholds were reached. if they were, execute them.
|
|
/// </summary>
|
|
public void Execute(EntityUid uid, DestructibleComponent component, DamageChangedEvent args)
|
|
{
|
|
foreach (var threshold in component.Thresholds)
|
|
{
|
|
if (threshold.Reached(args.Damageable, this))
|
|
{
|
|
RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold));
|
|
|
|
threshold.Execute(component.Owner, this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
|
|
/// <summary>
|
|
/// Event raised when a <see cref="DamageThreshold"/> is reached.
|
|
/// </summary>
|
|
public class DamageThresholdReached : EntityEventArgs
|
|
{
|
|
public readonly DestructibleComponent Parent;
|
|
|
|
public readonly DamageThreshold Threshold;
|
|
|
|
public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
|
|
{
|
|
Parent = parent;
|
|
Threshold = threshold;
|
|
}
|
|
}
|
|
}
|