Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/BreakableComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

76 lines
2.6 KiB
C#

using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
namespace Content.Server.GameObjects.Components.Damage
{
// TODO: Repair needs to set CurrentDamageState to DamageState.Alive, but it doesn't exist... should be easy enough if it's just an interface you can slap on BreakableComponent
/// <summary>
/// When attached to an <see cref="IEntity"/>, allows it to take damage and sets it to a "broken state" after taking
/// enough damage.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class BreakableComponent : RuinableComponent, IExAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "Breakable";
private ActSystem _actSystem;
public override List<DamageState> SupportedDamageStates =>
new List<DamageState> {DamageState.Alive, DamageState.Dead};
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
switch (eventArgs.Severity)
{
case ExplosionSeverity.Destruction:
case ExplosionSeverity.Heavy:
PerformDestruction();
break;
case ExplosionSeverity.Light:
if (_random.Prob(0.5f))
{
PerformDestruction();
}
break;
}
}
public override void Initialize()
{
base.Initialize();
_actSystem = _entitySystemManager.GetEntitySystem<ActSystem>();
}
// Might want to move this down and have a more standardized method of revival
public void FixAllDamage()
{
Heal();
CurrentState = DamageState.Alive;
}
protected override void DestructionBehavior()
{
_actSystem.HandleBreakage(Owner);
if (!Owner.Deleted && DestroySound != string.Empty)
{
var pos = Owner.Transform.Coordinates;
EntitySystem.Get<AudioSystem>().PlayAtCoords(DestroySound, pos);
}
}
}
}