Separate destructible component threshold into behaviors (#2818)
* WIP changes, add behaviors * Fix behavior typing, namespace and test * NO SPACES
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class DestructibleSystem : EntitySystem
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{
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[Dependency] public readonly IRobustRandom Random = default!;
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public AudioSystem AudioSystem { get; private set; }
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public ActSystem ActSystem { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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AudioSystem = Get<AudioSystem>();
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ActSystem = Get<ActSystem>();
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}
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}
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}
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