* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Destructible.Thresholds;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Destructible
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{
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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage
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/// and triggers thresholds when reached.
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/// </summary>
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[RegisterComponent]
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public class DestructibleComponent : Component
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{
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private DestructibleSystem _destructibleSystem = default!;
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public override string Name => "Destructible";
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[ViewVariables] private List<Threshold> _thresholds = new();
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public IReadOnlyList<Threshold> Thresholds => _thresholds;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _thresholds, "thresholds", new List<Threshold>());
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}
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public override void Initialize()
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{
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base.Initialize();
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_destructibleSystem = EntitySystem.Get<DestructibleSystem>();
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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{
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if (msg.Damageable.Owner != Owner)
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{
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break;
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}
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foreach (var threshold in _thresholds)
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{
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if (threshold.Reached(msg.Damageable, _destructibleSystem))
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{
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var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
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SendMessage(thresholdMessage);
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threshold.Execute(Owner, _destructibleSystem);
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}
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}
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break;
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}
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}
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}
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}
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}
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