* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
32 lines
992 B
C#
32 lines
992 B
C#
#nullable enable
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using System;
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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.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 the amount of total damage received
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/// is above the specified threshold.
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/// </summary>
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[Serializable]
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public class TotalDamageTrigger : IThresholdTrigger
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{
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/// <summary>
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/// The amount of total damage at which this threshold will trigger.
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/// </summary>
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public int Damage { get; private set; }
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Damage, "damage", 0);
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}
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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{
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return damageable.TotalDamage >= Damage;
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}
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}
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}
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