Destructible component rework (#157)

* Walls are destructible now
* Added girders that spawn after wall’s destruction
* Girders drop metal sheet on destruction
This commit is contained in:
Injazz
2019-03-26 02:27:03 +05:00
committed by Pieter-Jan Briers
parent 9a224398d3
commit 4a5168f14c
5 changed files with 47 additions and 23 deletions

View File

@@ -9,7 +9,7 @@ using Content.Shared.GameObjects;
using SS14.Shared.Serialization;
using SS14.Shared.ViewVariables;
namespace Content.Server.GameObjects
namespace Content.Server.GameObjects.Components.Destructible
{
/// <summary>
/// Deletes the entity once a certain damage threshold has been reached.
@@ -19,9 +19,6 @@ namespace Content.Server.GameObjects
/// <inheritdoc />
public override string Name => "Destructible";
/// <inheritdoc />
public override uint? NetID => ContentNetIDs.DESTRUCTIBLE;
/// <summary>
/// Damage threshold calculated from the values
/// given in the prototype declaration.
@@ -29,35 +26,35 @@ namespace Content.Server.GameObjects
[ViewVariables]
public DamageThreshold Threshold { get; private set; }
public DamageType damageType = DamageType.Total;
public int damageValue = 0;
public string spawnOnDestroy = "SteelSheet";
public bool destroyed = false;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// TODO: Writing
if (serializer.Reading)
{
DamageType damageType = DamageType.Total;
int damageValue = 0;
serializer.DataReadFunction("thresholdtype", DamageType.Total, type => damageType = type);
serializer.DataReadFunction("thresholdvalue", 0, val => damageValue = val);
Threshold = new DamageThreshold(damageType, damageValue, ThresholdType.Destruction);
}
serializer.DataField(ref damageValue, "thresholdvalue", 100);
serializer.DataField(ref damageType, "thresholdtype", DamageType.Total);
serializer.DataField(ref spawnOnDestroy, "spawnondestroy", "SteelSheet");
}
/// <inheritdoc />
public List<DamageThreshold> GetAllDamageThresholds()
List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
{
Threshold = new DamageThreshold(damageType, damageValue, ThresholdType.Destruction);
return new List<DamageThreshold>() { Threshold };
}
/// <inheritdoc />
public void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
void IOnDamageBehavior.OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
{
if (e.Passed && e.DamageThreshold == Threshold)
if (e.Passed && e.DamageThreshold == Threshold && destroyed == false)
{
destroyed = true;
var wreck = Owner.EntityManager.SpawnEntity(spawnOnDestroy);
wreck.Transform.GridPosition = Owner.Transform.GridPosition;
Owner.EntityManager.DeleteEntity(Owner);
}
}