* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
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{
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[Serializable]
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public class SpawnEntitiesBehavior : IThresholdBehavior
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{
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/// <summary>
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/// Entities spawned on reaching this threshold, from a min to a max.
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/// </summary>
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public Dictionary<string, MinMax> Spawn { get; set; } = new();
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Spawn, "spawn", new Dictionary<string, MinMax>());
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}
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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foreach (var (entityId, minMax) in Spawn)
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{
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var count = minMax.Min >= minMax.Max
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? minMax.Min
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: system.Random.Next(minMax.Min, minMax.Max + 1);
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if (count == 0) continue;
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if (EntityPrototypeHelpers.HasComponent<StackComponent>(entityId))
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{
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var spawned = owner.EntityManager.SpawnEntity(entityId, owner.Transform.Coordinates);
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var stack = spawned.GetComponent<StackComponent>();
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stack.Count = count;
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spawned.RandomOffset(0.5f);
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}
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else
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{
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for (var i = 0; i < count; i++)
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{
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var spawned = owner.EntityManager.SpawnEntity(entityId, owner.Transform.Coordinates);
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spawned.RandomOffset(0.5f);
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}
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}
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}
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}
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}
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}
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