* 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
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using System.Collections.Generic;
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using Content.Shared.Damage;
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using Content.Shared.Projectiles;
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using Content.Shared.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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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.Projectiles.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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{
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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[DataField("deleteOnCollide")]
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public bool DeleteOnCollide { get; } = true;
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// Get that juicy FPS hit sound
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[DataField("soundHit", required: true)] public SoundSpecifier? SoundHit = default!;
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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public bool DamagedEntity;
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public float TimeLeft { get; set; } = 10;
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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Shooter = shooter.Uid;
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Dirty();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ProjectileComponentState(Shooter, IgnoreShooter);
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}
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}
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}
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