#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
{
///
/// A trigger that will activate when all of its triggers have activated.
///
[Serializable]
public class AndTrigger : IThresholdTrigger
{
public List Triggers { get; set; } = new();
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.Triggers, "triggers", new List());
}
public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
{
foreach (var trigger in Triggers)
{
if (!trigger.Reached(damageable, system))
{
return false;
}
}
return true;
}
}
}