#nullable enable
using System;
using Content.Server.GameObjects.Components.Construction;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
{
[Serializable]
[DataDefinition]
public class ChangeConstructionNodeBehavior : IThresholdBehavior
[DataField("node")]
public string Node { get; private set; } = string.Empty;
public async void Execute(IEntity owner, DestructibleSystem system)
if (string.IsNullOrEmpty(Node) ||
!owner.TryGetComponent(out ConstructionComponent? construction))
return;
}
await construction.ChangeNode(Node);