#nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
{
///
/// A trigger that will activate when the amount of damage received
/// of the specified class is above the specified threshold.
///
[Serializable]
public class DamageClassTrigger : IThresholdTrigger
{
///
/// The class to check the damage of.
///
public DamageClass? Class { get; set; }
///
/// The amount of damage at which this threshold will trigger.
///
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;
}
}
}