Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/BreakableComponent.cs
Injazz 15fa417a4f Explosion now throws affected entities, fixes probability/severi… (#732)
* throwforce and probability fixes for explosions

Applies force to all affected by explosion entities with ItemComponent
Fixes probability issues with explosion related callbacks

* dependency fix, throw helper

* delete TODO

Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
2020-02-24 03:52:15 +01:00

80 lines
2.6 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Damage
{
[RegisterComponent]
public class BreakableComponent : Component, IOnDamageBehavior, IExAct
{
#pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
/// <inheritdoc />
public override string Name => "Breakable";
public DamageThreshold Threshold { get; private set; }
public DamageType damageType = DamageType.Total;
public int damageValue = 0;
public bool broken = false;
private ActSystem _actSystem;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref damageValue, "thresholdvalue", 100);
serializer.DataField(ref damageType, "thresholdtype", DamageType.Total);
}
public override void Initialize()
{
base.Initialize();
_actSystem = _entitySystemManager.GetEntitySystem<ActSystem>();
}
public List<DamageThreshold> GetAllDamageThresholds()
{
Threshold = new DamageThreshold(damageType, damageValue, ThresholdType.Breakage);
return new List<DamageThreshold>() {Threshold};
}
public void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
{
if (e.Passed && e.DamageThreshold == Threshold && broken == false)
{
broken = true;
_actSystem.HandleBreakage(Owner);
}
}
public void OnExplosion(ExplosionEventArgs eventArgs)
{
var prob = IoCManager.Resolve<IRobustRandom>();
switch (eventArgs.Severity)
{
case ExplosionSeverity.Destruction:
_actSystem.HandleBreakage(Owner);
break;
case ExplosionSeverity.Heavy:
_actSystem.HandleBreakage(Owner);
break;
case ExplosionSeverity.Light:
if(prob.Prob(0.4f))
_actSystem.HandleBreakage(Owner);
break;
}
}
}
}