* 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
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Content.Shared.DoAfter;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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namespace Content.Server.DoAfter
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{
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[RegisterComponent]
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public sealed class DoAfterComponent : SharedDoAfterComponent
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{
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public IReadOnlyCollection<DoAfter> DoAfters => _doAfters.Keys;
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private readonly Dictionary<DoAfter, byte> _doAfters = new();
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// So the client knows which one to update (and so we don't send all of the do_afters every time 1 updates)
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// we'll just send them the index. Doesn't matter if it wraps around.
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private byte _runningIndex;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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var toAdd = new List<ClientDoAfter>();
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foreach (var doAfter in DoAfters)
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{
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// THE ALMIGHTY PYRAMID
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var clientDoAfter = new ClientDoAfter(
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_doAfters[doAfter],
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doAfter.UserGrid,
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doAfter.TargetGrid,
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doAfter.StartTime,
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doAfter.EventArgs.Delay,
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doAfter.EventArgs.BreakOnUserMove,
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doAfter.EventArgs.BreakOnTargetMove,
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doAfter.EventArgs.MovementThreshold,
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doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
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toAdd.Add(clientDoAfter);
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}
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return new DoAfterComponentState(toAdd);
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}
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public void Add(DoAfter doAfter)
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{
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_doAfters.Add(doAfter, _runningIndex);
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_runningIndex++;
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Dirty();
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}
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public void Cancelled(DoAfter doAfter)
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{
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if (!_doAfters.TryGetValue(doAfter, out var index))
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return;
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_doAfters.Remove(doAfter);
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SendNetworkMessage(new CancelledDoAfterMessage(index));
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}
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/// <summary>
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/// Call when the particular DoAfter is finished.
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/// Client should be tracking this independently.
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/// </summary>
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/// <param name="doAfter"></param>
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public void Finished(DoAfter doAfter)
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{
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if (!_doAfters.ContainsKey(doAfter))
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return;
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_doAfters.Remove(doAfter);
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}
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}
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}
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