Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/BreakableComponent.cs
DrSmugleaf 5c0cf1b1a0 Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00

73 lines
2.4 KiB
C#

using System.Collections.Generic;
using Content.Shared.Audio;
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.Log;
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
/// <summary>
/// When attached to an <see cref="IEntity"/>, allows it to take damage and sets it to a "broken state" after taking
/// enough damage.
/// </summary>
[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<DamageState> SupportedDamageStates =>
new() {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<ActSystem>();
}
// 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);
}
}
}