- Powerful - Data-oriented - Approved by PJB - Powered by node graphs and AI pathfinding - Coded by the same nerd who brought you atmos Co-authored-by: Exp <theexp111@gmail.com>
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Construction;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Damage
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{
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class BreakableConstructionComponent : RuinableComponent
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{
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private ActSystem _actSystem = default!;
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public override string Name => "BreakableConstruction";
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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(this, x => x.Node, "node", string.Empty);
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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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_actSystem = EntitySystem.Get<ActSystem>();
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}
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public string Node { get; private set; } = string.Empty;
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protected override async void DestructionBehavior()
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{
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if (Owner.Deleted || !Owner.TryGetComponent(out ConstructionComponent? construction) || string.IsNullOrEmpty(Node)) return;
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_actSystem.HandleBreakage(Owner);
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await construction.ChangeNode(Node);
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}
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}
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}
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