TerrainDamageComponent - acrimi/Raven GitHub Wiki

Extends StatefulComponent

TerrainDamageComponent is an abstract extension of StatefulComponent that is intended to be extended to represent vulnerability to a specific type of terrain. It works in conjunction with TerrainAwareComponent by checking the percentage of the entity's surface area that overlaps with a terrain that is defined in the accompanying system. If this percentage reaches a certain threshold, the component activates, applying the specified damage to the entity, or destroying the entity if no damage is defined.

Configuration

When used inside the components block, the initial state of the component can be configured with the following parameters:

Key Type Description
terrainThreshold float The percentage, from 0 to 1, of the entity's surface area that the relevant terrain must occupy before the component activates. Defaults to 0.9.
damage int The damage the entity will take once the terrainThreshold is met, or -1 if the entity should be immediately destroyed. Defaults to -1.
duration* float The duration, in seconds, of the "active" state for this component. Defaults to -1, which is treated as infinite duration.
enterStates* (string|object)[] An array of states that will be passed through when going from the "inactive" state to the "active" state. Each state can be defined as either an object with a single key value pair corresponding the state's name and duration, or as a string representing the state name. States defined as a string will have an infinite duration. The array values can be heterogenous.
      [stateName]* float The key represents the name of this state and the value is the duration, in seconds. For infinite duration, use a value of -1
exitStates* (string|object)[] An array of states that will be passed through when going from the "active" state to the "inactive" state. Each state can be defined as either an object with a single key value pair corresponding the state's name and duration, or as a string representing the state name. States defined as a string will have an infinite duration. The array values can be heterogenous.
      [stateName]* float The key represents the name of this state and the value is the duration, in seconds. For infinite duration, use a value of -1
initialState* string The state the component will start in. Must be one of "inactive", "active", or any of the custom states provided via enterStates or exitStates. By default, the component will start in the "inactive" state. Setting a different initial state will not cause events to fire for entering that state.
isActive* boolean Equivalent to passing "active" to initialState. Defaults to false.

* from StatefulComponent

Example:

"TerrainDamageComponent": {
  "terrainThreshold": 0.75,
  "damage": 3,
  "duration": 0.7
}

Properties

The following properties are readable by property accessors (eg render state and persistence definitions):

Key Type Description
isActive* boolean Whether or not the current state is "active"
isInactive* boolean Whether or not the current state is "inactive"
state* string The name of the current state
progress* float The percentage, from 0 to 1, of how much time has elapsed for the current state relative to its duration (elapsedTime / duration). If the current state has an infinite duration, this value is always 0.

* from StatefulComponent

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