Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/ActSystem.cs
Injazz 10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent

* remove garbagee

* assets

* tile mass deletion baby

* grenades

* tweaks

* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Ex_act based on damage, fixes and tweaks

* One finishing touch

Done the most cringe way

* ex_act explosions, tables are destructible now

also adds fuel tanks

* adds ex_act to mobs
2019-06-07 13:15:20 +02:00

83 lines
2.2 KiB
C#

using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Content.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// This interface gives components behavior on getting destoyed.
/// </summary>
public interface IDestroyAct
{
/// <summary>
/// Called when object is destroyed
/// </summary>
void OnDestroy(DestructionEventArgs eventArgs);
}
public class DestructionEventArgs : EventArgs
{
public IEntity Owner { get; set; }
public bool IsSpawnWreck { get; set; }
}
public interface IExAct
{
/// <summary>
/// Called when explosion reaches the entity
/// </summary>
void OnExplosion(ExplosionEventArgs eventArgs);
}
public class ExplosionEventArgs : EventArgs
{
public IEntity Source { get; set; }
public IEntity Target { get; set; }
public ExplosionSeverity Severity { get; set; }
}
[UsedImplicitly]
public sealed class ActSystem : EntitySystem
{
public void HandleDestruction(IEntity owner, bool isWreck)
{
var eventArgs = new DestructionEventArgs
{
Owner = owner,
IsSpawnWreck = isWreck
};
var destroyActs = owner.GetAllComponents<IDestroyAct>().ToList();
foreach (var destroyAct in destroyActs)
{
destroyAct.OnDestroy(eventArgs);
}
owner.Delete();
}
public void HandleExplosion(IEntity source, IEntity target, ExplosionSeverity severity)
{
var eventArgs = new ExplosionEventArgs
{
Source = source,
Target = target,
Severity = severity
};
var exActs = target.GetAllComponents<IExAct>().ToList();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
public enum ExplosionSeverity
{
Destruction,
Heavy,
Light,
}
}