* Fix SpawnEntitiesBehavior crash and add test * Fix comparer, add duplicated behavior Turns out this isn't Java * Threshold behaviors are now "linearly" executed * Fixes YAML threshold behaviors to be linear Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Destructible.Thresholds.Behavior;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds
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{
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public class Threshold : IExposeData
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{
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private List<IThresholdBehavior> _behaviors = new();
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/// <summary>
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/// Whether or not this threshold has already been triggered.
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/// </summary>
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[ViewVariables] public bool Triggered { get; private set; }
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/// <summary>
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/// Whether or not this threshold only triggers once.
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/// If false, it will trigger again once the entity is healed
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/// and then damaged to reach this threshold once again.
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/// It will not repeatedly trigger as damage rises beyond that.
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/// </summary>
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[ViewVariables] public bool TriggersOnce { get; set; }
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/// <summary>
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/// Behaviors to activate once this threshold is triggered.
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/// </summary>
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[ViewVariables] public IReadOnlyList<IThresholdBehavior> Behaviors => _behaviors;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Triggered, "triggered", false);
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serializer.DataField(this, x => x.TriggersOnce, "triggersOnce", false);
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serializer.DataField(ref _behaviors, "behaviors", new List<IThresholdBehavior>());
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}
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/// <summary>
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/// Triggers this threshold.
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/// </summary>
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/// <param name="owner">The entity that owns this threshold.</param>
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/// <param name="system">
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/// An instance of <see cref="DestructibleSystem"/> to get dependency and
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/// system references from, if relevant.
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/// </param>
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public void Trigger(IEntity owner, DestructibleSystem system)
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{
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Triggered = true;
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foreach (var behavior in Behaviors)
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{
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// The owner has been deleted. We stop execution of behaviors here.
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if (owner.Deleted)
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return;
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behavior.Trigger(owner, system);
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}
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}
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}
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}
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