#nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
{
///
/// A trigger that will activate when the amount of total damage received
/// is above the specified threshold.
///
[Serializable]
public class TotalDamageTrigger : IThresholdTrigger
{
///
/// The amount of total damage at which this threshold will trigger.
///
public int Damage { get; private set; }
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.Damage, "damage", 0);
}
public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
{
return damageable.TotalDamage >= Damage;
}
}
}