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;
///
/// How much HP this component can sustain before triggering
/// .
///
public int MaxHp { get; private set; }
///
/// 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 Initialize()
{
base.Initialize();
HealthChangedEvent += OnHealthChanged;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, ruinable => ruinable.MaxHp, "maxHP", 100);
serializer.DataField(this, ruinable => ruinable.DestroySound, "destroySound", string.Empty);
}
public override void OnRemove()
{
base.OnRemove();
HealthChangedEvent -= OnHealthChanged;
}
private void OnHealthChanged(HealthChangedEventArgs e)
{
if (CurrentDamageState != DamageState.Dead && TotalDamage >= MaxHp)
{
PerformDestruction();
}
}
///
/// Destroys the Owner , setting
/// to
///
///
protected void PerformDestruction()
{
_currentDamageState = DamageState.Dead;
if (!Owner.Deleted && DestroySound != string.Empty)
{
var pos = Owner.Transform.GridPosition;
EntitySystem.Get().PlayAtCoords(DestroySound, pos);
}
DestructionBehavior();
}
protected abstract void DestructionBehavior();
}
}