Files
tbd-station-14/Content.Server/GameObjects/Components/Destructible/Thresholds/Triggers/DamageClassTrigger.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

45 lines
1.4 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
{
/// <summary>
/// A trigger that will activate when the amount of damage received
/// of the specified class is above the specified threshold.
/// </summary>
[Serializable]
public class DamageClassTrigger : IThresholdTrigger
{
/// <summary>
/// The class to check the damage of.
/// </summary>
public DamageClass? Class { get; set; }
/// <summary>
/// The amount of damage at which this threshold will trigger.
/// </summary>
public int Damage { get; set; }
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.Class, "class", null);
serializer.DataField(this, x => x.Damage, "damage", 0);
}
public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
{
if (Class == null)
{
return false;
}
return damageable.TryGetDamage(Class.Value, out var damageReceived) &&
damageReceived >= Damage;
}
}
}