* 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
1.8 KiB
C#
59 lines
1.8 KiB
C#
using System;
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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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.Weapon.Melee.Components
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{
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[RegisterComponent]
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public class MeleeWeaponComponent : Component
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{
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public override string Name => "MeleeWeapon";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("hitSound")]
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public SoundSpecifier HitSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/genhit1.ogg");
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("missSound")]
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public SoundSpecifier MissSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
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[ViewVariables]
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[DataField("arcCooldownTime")]
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public float ArcCooldownTime { get; } = 1f;
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[ViewVariables]
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[DataField("cooldownTime")]
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public float CooldownTime { get; } = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clickArc")]
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public string ClickArc { get; set; } = "punch";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("arc")]
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public string Arc { get; set; } = "default";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("arcwidth")]
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public float ArcWidth { get; set; } = 90;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("range")]
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public float Range { get; set; } = 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clickAttackEffect")]
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public bool ClickAttackEffect { get; set; } = true;
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public TimeSpan LastAttackTime;
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public TimeSpan CooldownEnd;
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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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}
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}
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