using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
namespace Content.Server.GameObjects.Components.Damage
{
// TODO: Repair needs to set CurrentDamageState to DamageState.Alive, but it doesn't exist... should be easy enough if it's just an interface you can slap on BreakableComponent
///
/// When attached to an , allows it to take damage and sets it to a "broken state" after taking
/// enough damage.
///
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class BreakableComponent : RuinableComponent, IExAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "Breakable";
private ActSystem _actSystem;
public override List SupportedDamageStates =>
new List {DamageState.Alive, DamageState.Dead};
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
switch (eventArgs.Severity)
{
case ExplosionSeverity.Destruction:
case ExplosionSeverity.Heavy:
PerformDestruction();
break;
case ExplosionSeverity.Light:
if (_random.Prob(0.5f))
{
PerformDestruction();
}
break;
}
}
public override void Initialize()
{
base.Initialize();
_actSystem = _entitySystemManager.GetEntitySystem();
}
// Might want to move this down and have a more standardized method of revival
public void FixAllDamage()
{
Heal();
CurrentState = DamageState.Alive;
}
protected override void DestructionBehavior()
{
_actSystem.HandleBreakage(Owner);
if (!Owner.Deleted && DestroySound != string.Empty)
{
var pos = Owner.Transform.Coordinates;
EntitySystem.Get().PlayAtCoords(DestroySound, pos);
}
}
}
}