Files
crystall-punk-14/Content.Server/DoAfter/DoAfterComponent.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

72 lines
2.3 KiB
C#

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