var damageToDeal = FixedPoint2.New(types.Count * 5);
DamageSpecifier damage = new(group3, damageToDeal);
- sDamageableSystem.TryChangeDamage(uid, damage, true);
+ sDamageableSystem.ChangeDamage(uid, damage, true);
Assert.Multiple(() =>
{
});
// Heal
- sDamageableSystem.TryChangeDamage(uid, -damage);
+ sDamageableSystem.ChangeDamage(uid, -damage);
Assert.Multiple(() =>
{
Assert.That(types, Has.Count.EqualTo(3));
damage = new DamageSpecifier(group3, 14);
- sDamageableSystem.TryChangeDamage(uid, damage, true);
+ sDamageableSystem.ChangeDamage(uid, damage, true);
Assert.Multiple(() =>
{
});
// Heal
- sDamageableSystem.TryChangeDamage(uid, -damage);
+ sDamageableSystem.ChangeDamage(uid, -damage);
Assert.Multiple(() =>
{
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
});
damage = new DamageSpecifier(group1, FixedPoint2.New(10)) + new DamageSpecifier(type2b, FixedPoint2.New(10));
- sDamageableSystem.TryChangeDamage(uid, damage, true);
+ sDamageableSystem.ChangeDamage(uid, damage, true);
Assert.Multiple(() =>
{
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
// Test 'wasted' healing
- sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3a, 5));
- sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3b, 7));
- sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -11));
+ sDamageableSystem.ChangeDamage(uid, new DamageSpecifier(type3a, 5));
+ sDamageableSystem.ChangeDamage(uid, new DamageSpecifier(type3b, 7));
+ sDamageableSystem.ChangeDamage(uid, new DamageSpecifier(group3, -11));
Assert.Multiple(() =>
{
});
// Test Over-Healing
- sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, FixedPoint2.New(-100)));
+ sDamageableSystem.ChangeDamage(uid, new DamageSpecifier(group3, FixedPoint2.New(-100)));
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
// Test that if no health change occurred, returns false
- sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -100));
+ sDamageableSystem.ChangeDamage(uid, new DamageSpecifier(group3, -100));
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
});
await pair.CleanReturnAsync();
using System.Linq;
-using System.Net.Sockets;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
//! Empty just checks if the DamageSpecifier is _literally_ empty, as in, is internal dictionary of damage types is empty.
// If you deal 0.0 of some damage type, Empty will be false!
newDamage = ChangeDamage(ent, damage, ignoreResistances, interruptsDoAfters, origin, ignoreGlobalModifiers);
- return !damage.Empty;
+ return !newDamage.Empty;
}
/// <summary>