* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
48 lines
1.5 KiB
C#
48 lines
1.5 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.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
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{
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/// <summary>
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/// A trigger that will activate when all of the damage classes received
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/// are above the specified threshold.
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/// </summary>
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[Serializable]
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public class TotalDamageClassesTrigger : IThresholdTrigger
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{
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/// <summary>
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/// The amount of damage at which this threshold will trigger.
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/// The damage requirements of all <see cref="DamageClass"/> must be met.
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/// </summary>
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private Dictionary<DamageClass, int> Damage { 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.Damage, "damage", new Dictionary<DamageClass, int>());
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}
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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{
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foreach (var (type, damageRequired) in Damage)
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{
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if (!damageable.TryGetDamage(type, out var damageReceived))
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{
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return false;
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}
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if (damageReceived < damageRequired)
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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