#nullable enable using System; using Content.Server.GameObjects.EntitySystems; using Content.Shared.GameObjects.Components.Damage; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers { /// /// A trigger that will activate when the amount of damage received /// is above the specified threshold. /// [Serializable] [DataDefinition] public class DamageTrigger : IThresholdTrigger { /// /// The amount of damage at which this threshold will trigger. /// [DataField("damage")] public int Damage { get; set; } public bool Reached(IDamageableComponent damageable, DestructibleSystem system) { return damageable.TotalDamage >= Damage; } } }