Files
tbd-station-14/Content.Server/GameObjects/Components/Destructible/DestructibleComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* 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
2021-02-11 01:13:03 -08:00

71 lines
2.2 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Destructible.Thresholds;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Destructible
{
/// <summary>
/// When attached to an <see cref="IEntity"/>, allows it to take damage
/// and triggers thresholds when reached.
/// </summary>
[RegisterComponent]
public class DestructibleComponent : Component
{
private DestructibleSystem _destructibleSystem = default!;
public override string Name => "Destructible";
[ViewVariables] private List<Threshold> _thresholds = new();
public IReadOnlyList<Threshold> Thresholds => _thresholds;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _thresholds, "thresholds", new List<Threshold>());
}
public override void Initialize()
{
base.Initialize();
_destructibleSystem = EntitySystem.Get<DestructibleSystem>();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case DamageChangedMessage msg:
{
if (msg.Damageable.Owner != Owner)
{
break;
}
foreach (var threshold in _thresholds)
{
if (threshold.Reached(msg.Damageable, _destructibleSystem))
{
var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
SendMessage(thresholdMessage);
threshold.Execute(Owner, _destructibleSystem);
}
}
break;
}
}
}
}
}