* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
73 lines
2.3 KiB
C#
73 lines
2.3 KiB
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using Content.Server.GameObjects.Components.Destructible.Thresholds;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Shared.GameObjects.Components.Damage;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Destructible
|
|
{
|
|
/// <summary>
|
|
/// When attached to an <see cref="IEntity"/>, allows it to take damage
|
|
/// and triggers thresholds when reached.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class DestructibleComponent : Component
|
|
{
|
|
private DestructibleSystem _destructibleSystem = default!;
|
|
|
|
public override string Name => "Destructible";
|
|
|
|
[ViewVariables] private List<Threshold> _thresholds = new();
|
|
|
|
public IReadOnlyList<Threshold> Thresholds => _thresholds;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _thresholds, "thresholds", new List<Threshold>());
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_destructibleSystem = EntitySystem.Get<DestructibleSystem>();
|
|
}
|
|
|
|
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
|
{
|
|
base.HandleMessage(message, component);
|
|
|
|
switch (message)
|
|
{
|
|
case DamageChangedMessage msg:
|
|
{
|
|
if (msg.Damageable.Owner != Owner)
|
|
{
|
|
break;
|
|
}
|
|
|
|
foreach (var threshold in _thresholds)
|
|
{
|
|
if (threshold.Reached(msg.Damageable, _destructibleSystem))
|
|
{
|
|
var thresholdMessage = new DestructibleThresholdReachedMessage(this, threshold);
|
|
SendMessage(thresholdMessage);
|
|
|
|
threshold.Execute(Owner, _destructibleSystem);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|