Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/RuinableComponent.cs
Peter Wedder bd4f2b41df Prettier window breaking (#2368)
* Put the damage in the windows

* add crack overlays

* Window cracking

* glass related sounds

* let's use a valid state

* run optipng on these for posterity

* Examine damage descriptions

* add "Constructible" to dictionary

* Downmix stereo effects to mono

* breaking and knocking

* Add shard etc. sprites

* shard inhands

* more sprite wrangling

* Expand destructiblecomponent drop system + implement it for windows

* Shard descriptions

* Random sprite component

* no nullbabby

* Random destroysounds

* random offset on destructible drops

* fix fucked yaml

* sound collections

* random pitch for knocking

* Localization

* hascomponent

* better spawnondestroy

* missed one
2020-10-29 20:42:11 +01:00

106 lines
3.6 KiB
C#

using System.Collections.Generic;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using Logger = Robust.Shared.Log.Logger;
namespace Content.Server.GameObjects.Components.Damage
{
/// <summary>
/// When attached to an <see cref="IEntity"/>, allows it to take damage and
/// "ruins" or "destroys" it after enough damage is taken.
/// </summary>
[ComponentReference(typeof(IDamageableComponent))]
public abstract class RuinableComponent : DamageableComponent
{
[Dependency] private IRobustRandom _random = default!;
/// <summary>
/// Sound played upon destruction.
/// </summary>
[ViewVariables]
protected string DestroySound { get; private set; }
/// <summary>
/// Used instead of <see cref="DestroySound"/> if specified.
/// </summary>
[ViewVariables]
protected string DestroySoundCollection { get; private set; }
public override List<DamageState> SupportedDamageStates =>
new List<DamageState> {DamageState.Alive, DamageState.Dead};
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"deadThreshold",
100,
t =>
{
if (t == null)
{
return;
}
Thresholds[DamageState.Dead] = t.Value;
},
() => Thresholds.TryGetValue(DamageState.Dead, out var value) ? value : (int?) null);
serializer.DataField(this, ruinable => ruinable.DestroySound, "destroySound", string.Empty);
serializer.DataField(this, ruinable => ruinable.DestroySoundCollection, "destroySoundCollection", string.Empty);
}
protected override void EnterState(DamageState state)
{
base.EnterState(state);
if (state == DamageState.Dead)
{
PerformDestruction();
}
}
/// <summary>
/// Destroys the Owner <see cref="IEntity"/>, setting
/// <see cref="IDamageableComponent.CurrentState"/> to
/// <see cref="Shared.GameObjects.Components.Damage.DamageState.Dead"/>
/// </summary>
protected void PerformDestruction()
{
CurrentState = DamageState.Dead;
if (!Owner.Deleted)
{
var pos = Owner.Transform.Coordinates;
string sound = string.Empty;
if (DestroySoundCollection != string.Empty)
{
sound = AudioHelpers.GetRandomFileFromSoundCollection(DestroySoundCollection);
}
else if (DestroySound != string.Empty)
{
sound = DestroySound;
}
if (sound != string.Empty)
{
Logger.Debug("Playing destruction sound");
EntitySystem.Get<AudioSystem>().PlayAtCoords(sound, pos, AudioHelpers.WithVariation(0.125f));
}
}
DestructionBehavior();
}
protected abstract void DestructionBehavior();
}
}