Files
tbd-station-14/Content.Server/GameObjects/Components/Destructible/Thresholds/Behaviors/DoActsBehavior.cs
DrSmugleaf b62cc84e8c Add destructible component threshold triggers (#3080)
* WIP changes

* Fix tests, merge conflict and trigger once behavior

* Update yml

* Change test strings to be consts

* Fix total damage types and classes triggers

* Simplify damage trigger logic, move state to Threshold

* Update outdated code and docs

* Change the name of IBehavior back to IThresholdBehavior

* Change human gibbing to trigger at 400 brute damage

* Change gibbing from brute to blunt damage

* Fix one (1) typo

* Add damage class trigger test

* Add missing nullable enable to thresholds
2021-02-05 13:41:05 +01:00

48 lines
1.3 KiB
C#

using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
{
[Serializable]
public class DoActsBehavior : IThresholdBehavior
{
private int _acts;
/// <summary>
/// What acts should be triggered upon activation.
/// See <see cref="ActSystem"/>.
/// </summary>
public ThresholdActs Acts
{
get => (ThresholdActs) _acts;
set => _acts = (int) value;
}
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _acts, "acts", 0, WithFormat.Flags<ActsFlags>());
}
public bool HasAct(ThresholdActs act)
{
return (_acts & (int) act) != 0;
}
public void Execute(IEntity owner, DestructibleSystem system)
{
if (HasAct(ThresholdActs.Breakage))
{
system.ActSystem.HandleBreakage(owner);
}
if (HasAct(ThresholdActs.Destruction))
{
system.ActSystem.HandleDestruction(owner);
}
}
}
}