* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
105 lines
3.6 KiB
C#
105 lines
3.6 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors;
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using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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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 was triggered in the previous call to
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/// <see cref="Reached"/>.
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/// </summary>
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[ViewVariables] public bool OldTriggered { get; private set; }
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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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/// The trigger that decides if this threshold has been reached.
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/// </summary>
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[ViewVariables] public IThresholdTrigger? Trigger { 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(this, x => x.Trigger, "trigger", null);
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serializer.DataField(ref _behaviors, "behaviors", new List<IThresholdBehavior>());
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}
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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{
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if (Trigger == null)
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{
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return false;
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}
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if (Triggered && TriggersOnce)
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{
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return false;
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}
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if (OldTriggered)
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{
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OldTriggered = Trigger.Reached(damageable, system);
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return false;
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}
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if (!Trigger.Reached(damageable, system))
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{
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return false;
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}
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OldTriggered = true;
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return true;
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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 Execute(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.Execute(owner, system);
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}
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}
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}
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}
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