- 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>
67 lines
2.3 KiB
C#
67 lines
2.3 KiB
C#
using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.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.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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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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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage and deletes it after taking enough damage.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class DestructibleComponent : RuinableComponent, IDestroyAct
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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protected ActSystem ActSystem;
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/// <inheritdoc />
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public override string Name => "Destructible";
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/// <summary>
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/// Entity spawned upon destruction.
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/// </summary>
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public string SpawnOnDestroy { get; private set; }
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void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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if (!string.IsNullOrWhiteSpace(SpawnOnDestroy) && eventArgs.IsSpawnWreck)
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{
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Owner.EntityManager.SpawnEntity(SpawnOnDestroy, Owner.Transform.Coordinates);
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}
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}
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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, d => d.SpawnOnDestroy, "spawnOnDestroy", 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 = _entitySystemManager.GetEntitySystem<ActSystem>();
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}
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protected override void DestructionBehavior()
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{
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if (!Owner.Deleted)
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{
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var pos = Owner.Transform.Coordinates;
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ActSystem.HandleDestruction(Owner,
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true); //This will call IDestroyAct.OnDestroy on this component (and all other components on this entity)
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if (DestroySound != string.Empty)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(DestroySound, pos);
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}
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}
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}
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}
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}
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