Files
crystall-punk-14/Content.Server/Weapon/Melee/Components/MeleeWeaponComponent.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* 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
2021-09-14 10:07:37 -07:00

59 lines
1.8 KiB
C#

using System;
using Content.Shared.Damage;
using Content.Shared.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Weapon.Melee.Components
{
[RegisterComponent]
public class MeleeWeaponComponent : Component
{
public override string Name => "MeleeWeapon";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hitSound")]
public SoundSpecifier HitSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/genhit1.ogg");
[ViewVariables(VVAccess.ReadWrite)]
[DataField("missSound")]
public SoundSpecifier MissSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
[ViewVariables]
[DataField("arcCooldownTime")]
public float ArcCooldownTime { get; } = 1f;
[ViewVariables]
[DataField("cooldownTime")]
public float CooldownTime { get; } = 1f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickArc")]
public string ClickArc { get; set; } = "punch";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arc")]
public string Arc { get; set; } = "default";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arcwidth")]
public float ArcWidth { get; set; } = 90;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("range")]
public float Range { get; set; } = 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickAttackEffect")]
public bool ClickAttackEffect { get; set; } = true;
public TimeSpan LastAttackTime;
public TimeSpan CooldownEnd;
[DataField("damage", required:true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
}
}