Refactor standing to be ECS (#4142)

* Refactor standing to be ECS

E C S B A B Y

* DONE

* FIX IT FIX IT FIX IT

* IsDown event

* Change to methods

* Fixes

* Address some reviews

* Last of the Mohicans

* Final fixes

* Fix tests
This commit is contained in:
metalgearsloth
2021-06-27 19:02:46 +10:00
committed by GitHub
parent 97f4f0a9bd
commit 50cc526ebd
30 changed files with 328 additions and 268 deletions

View File

@@ -1,29 +1,15 @@
#nullable enable
using Content.Server.Alert;
using Content.Server.Standing;
using Content.Shared.Alert;
using Content.Shared.Damage.Components;
using Content.Shared.MobState;
using Content.Shared.MobState.State;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Server.MobState.States
{
public class NormalMobState : SharedNormalMobState
{
public override void EnterState(IEntity entity)
{
base.EnterState(entity);
EntitySystem.Get<StandingStateSystem>().Standing(entity);
if (entity.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
}
public override void UpdateState(IEntity entity, int threshold)
{
base.UpdateState(entity, threshold);