* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
25 lines
822 B
C#
25 lines
822 B
C#
#nullable enable
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Server.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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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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[UsedImplicitly]
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public class SpillBehavior : IThresholdBehavior
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{
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public void ExposeData(ObjectSerializer serializer) { }
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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if (!owner.TryGetComponent(out SolutionContainerComponent? solutionContainer))
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return;
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solutionContainer.Solution.SpillAt(owner.Transform.Coordinates, "PuddleSmear", false);
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}
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}
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}
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