* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
19 lines
668 B
C#
19 lines
668 B
C#
using Content.Shared.Damage;
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namespace Content.Server.Destructible.Thresholds.Triggers
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{
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public interface IThresholdTrigger
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{
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/// <summary>
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/// Checks if this trigger has been reached.
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/// </summary>
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/// <param name="damageable">The damageable component to check with.</param>
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/// <param name="system">
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/// An instance of <see cref="DestructibleSystem"/> to pull
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/// dependencies from, if any.
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/// </param>
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/// <returns>true if this trigger has been reached, false otherwise.</returns>
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bool Reached(DamageableComponent damageable, DestructibleSystem system);
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}
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}
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