Data-oriented Construction System (#2152)

- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos

Co-authored-by: Exp <theexp111@gmail.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-10-08 17:41:23 +02:00
committed by GitHub
parent a6647e8de1
commit 745401a41e
261 changed files with 3886 additions and 11986 deletions

View File

@@ -0,0 +1,45 @@
#nullable enable
using System;
using Content.Server.GameObjects.Components.Construction;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Damage
{
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class BreakableConstructionComponent : RuinableComponent
{
private ActSystem _actSystem = default!;
public override string Name => "BreakableConstruction";
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Node, "node", string.Empty);
}
public override void Initialize()
{
base.Initialize();
_actSystem = EntitySystem.Get<ActSystem>();
}
public string Node { get; private set; } = string.Empty;
protected override async void DestructionBehavior()
{
if (Owner.Deleted || !Owner.TryGetComponent(out ConstructionComponent? construction) || string.IsNullOrEmpty(Node)) return;
_actSystem.HandleBreakage(Owner);
await construction.ChangeNode(Node);
}
}
}