Files
tbd-station-14/Content.Server/Destructible/Thresholds/DamageThreshold.cs

97 lines
3.1 KiB
C#

using Content.Server.Destructible.Thresholds.Behaviors;
using Content.Server.Destructible.Thresholds.Triggers;
using Content.Shared.Damage;
namespace Content.Server.Destructible.Thresholds
{
[DataDefinition]
public sealed partial class DamageThreshold
{
[DataField("behaviors")]
private List<IThresholdBehavior> _behaviors = new();
/// <summary>
/// Whether or not this threshold was triggered in the previous call to
/// <see cref="Reached"/>.
/// </summary>
[ViewVariables] public bool OldTriggered { get; private set; }
/// <summary>
/// Whether or not this threshold has already been triggered.
/// </summary>
[DataField("triggered")]
public bool Triggered { get; private set; }
/// <summary>
/// Whether or not this threshold only triggers once.
/// If false, it will trigger again once the entity is healed
/// and then damaged to reach this threshold once again.
/// It will not repeatedly trigger as damage rises beyond that.
/// </summary>
[DataField("triggersOnce")]
public bool TriggersOnce { get; set; }
/// <summary>
/// The trigger that decides if this threshold has been reached.
/// </summary>
[DataField("trigger")]
public IThresholdTrigger? Trigger { get; set; }
/// <summary>
/// Behaviors to activate once this threshold is triggered.
/// </summary>
[ViewVariables] public IReadOnlyList<IThresholdBehavior> Behaviors => _behaviors;
public bool Reached(DamageableComponent damageable, DestructibleSystem system)
{
if (Trigger == null)
{
return false;
}
if (Triggered && TriggersOnce)
{
return false;
}
if (OldTriggered)
{
OldTriggered = Trigger.Reached(damageable, system);
return false;
}
if (!Trigger.Reached(damageable, system))
{
return false;
}
OldTriggered = true;
return true;
}
/// <summary>
/// Triggers this threshold.
/// </summary>
/// <param name="owner">The entity that owns this threshold.</param>
/// <param name="system">
/// An instance of <see cref="DestructibleSystem"/> to get dependency and
/// system references from, if relevant.
/// </param>
/// <param name="entityManager"></param>
/// <param name="cause"></param>
public void Execute(EntityUid owner, DestructibleSystem system, IEntityManager entityManager, EntityUid? cause)
{
Triggered = true;
foreach (var behavior in Behaviors)
{
// The owner has been deleted. We stop execution of behaviors here.
if (!entityManager.EntityExists(owner))
return;
behavior.Execute(owner, system, cause);
}
}
}
}