Files
tbd-station-14/Content.Server/GameObjects/Components/Destructible/Thresholds/Threshold.cs
DrSmugleaf 764465f60c Separate destructible component threshold into behaviors (#2818)
* WIP changes, add behaviors

* Fix behavior typing, namespace and test

* NO SPACES
2020-12-23 13:34:57 +01:00

58 lines
2.1 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Destructible.Thresholds.Behavior;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds
{
public class Threshold : IExposeData
{
/// <summary>
/// Whether or not this threshold has already been triggered.
/// </summary>
[ViewVariables] public bool Triggered;
/// <summary>
/// Whether or not this threshold only triggers once.
/// If false, it will trigger again once the entity is healed
/// and then damaged to reach this threshold once again.
/// It will not repeatedly trigger as damage rises beyond that.
/// </summary>
[ViewVariables] public bool TriggersOnce;
/// <summary>
/// Behaviors to activate once this threshold is triggered.
/// </summary>
[ViewVariables] public List<IThresholdBehavior> Behaviors = new();
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Triggered, "triggered", false);
serializer.DataField(ref TriggersOnce, "triggersOnce", false);
serializer.DataField(ref Behaviors, "behaviors", new List<IThresholdBehavior>());
}
/// <summary>
/// Triggers this threshold.
/// </summary>
/// <param name="owner">The entity that owns this threshold.</param>
/// <param name="system">
/// An instance of <see cref="DestructibleSystem"/> to get dependency and
/// system references from, if relevant.
/// </param>
public void Trigger(IEntity owner, DestructibleSystem system)
{
Triggered = true;
foreach (var behavior in Behaviors)
{
behavior.Trigger(owner, system);
}
}
}
}