using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Damage
{
///
/// When attached to an , allows it to take damage and
/// "ruins" or "destroys" it after enough damage is taken.
///
[ComponentReference(typeof(IDamageableComponent))]
public abstract class RuinableComponent : DamageableComponent
{
private DamageState _currentDamageState;
///
/// Sound played upon destruction.
///
protected string DestroySound { get; private set; }
public override List SupportedDamageStates =>
new List {DamageState.Alive, DamageState.Dead};
public override DamageState CurrentDamageState => _currentDamageState;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"deadThreshold",
100,
t => DeadThreshold = t ,
() => DeadThreshold ?? -1);
serializer.DataField(this, ruinable => ruinable.DestroySound, "destroySound", string.Empty);
}
protected override void EnterState(DamageState state)
{
base.EnterState(state);
if (state == DamageState.Dead)
{
PerformDestruction();
}
}
///
/// Destroys the Owner , setting
/// to
///
///
protected void PerformDestruction()
{
_currentDamageState = DamageState.Dead;
if (!Owner.Deleted && DestroySound != string.Empty)
{
var pos = Owner.Transform.Coordinates;
EntitySystem.Get().PlayAtCoords(DestroySound, pos);
}
DestructionBehavior();
}
protected abstract void DestructionBehavior();
}
}