CatStation/Content.Shared/Destructible/SharedDestructibleSystem.cs
pathetic meowmeow b2b547b806
Initial decoupling pass on Damageable (#43103)
* Initial decoupling pass on Damageable

* ope

* e

* mroaw

* ok sure on the medibot thing

* no medibot bounds

* okidooks

* arcryox era

* cryox moment
2026-03-07 04:13:50 +00:00

59 lines
1.5 KiB
C#

using Content.Shared.Damage.Systems;
namespace Content.Shared.Destructible;
public abstract class SharedDestructibleSystem : EntitySystem
{
// TODO: I don't really like this but this is out of scope to re-do destructible triggers while refactoring damageable
[Dependency] public readonly DamageableSystem Damageable = default!;
/// <summary>
/// Force entity to be destroyed and deleted.
/// </summary>
public bool DestroyEntity(Entity<MetaDataComponent?> owner)
{
var ev = new DestructionAttemptEvent();
RaiseLocalEvent(owner, ev);
if (ev.Cancelled)
return false;
var eventArgs = new DestructionEventArgs();
RaiseLocalEvent(owner, eventArgs);
PredictedQueueDel(owner);
return true;
}
/// <summary>
/// Force entity to break.
/// </summary>
public void BreakEntity(EntityUid owner)
{
var eventArgs = new BreakageEventArgs();
RaiseLocalEvent(owner, eventArgs);
}
}
/// <summary>
/// Raised before an entity is about to be destroyed and deleted
/// </summary>
public sealed class DestructionAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when entity is destroyed and about to be deleted.
/// </summary>
public sealed class DestructionEventArgs : EntityEventArgs
{
}
/// <summary>
/// Raised when entity was heavy damage and about to break.
/// </summary>
public sealed class BreakageEventArgs : EntityEventArgs
{
}