Add composite destructible thresholds (#3102)
* Add composite destructible thresholds * Reorder yaml properties * Update YAML * Fix YAML * Re-fix YAML * Add missing nullable enable * Go back window component is explosive * rider
This commit is contained in:
@@ -0,0 +1,45 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Shared.Interfaces.Serialization;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
|
||||
{
|
||||
/// <summary>
|
||||
/// A trigger that will activate when the amount of damage received
|
||||
/// of the specified class is above the specified threshold.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class DamageClassTrigger : IThresholdTrigger
|
||||
{
|
||||
/// <summary>
|
||||
/// The class to check the damage of.
|
||||
/// </summary>
|
||||
public DamageClass? Class { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The amount of damage at which this threshold will trigger.
|
||||
/// </summary>
|
||||
public int Damage { get; set; }
|
||||
|
||||
void IExposeData.ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x => x.Class, "class", null);
|
||||
serializer.DataField(this, x => x.Damage, "damage", 0);
|
||||
}
|
||||
|
||||
public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
|
||||
{
|
||||
if (Class == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return damageable.TryGetDamage(Class.Value, out var damageReceived) &&
|
||||
damageReceived >= Damage;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user