Damage masks (#9402)
This commit is contained in:
473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
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473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Robust.Shared.Serialization;
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namespace Content.Shared.MobState.EntitySystems
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{
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public abstract partial class SharedMobStateSystem : EntitySystem
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{
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[Dependency] protected readonly AlertsSystem Alerts = default!;
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] protected readonly StandingStateSystem Standing = default!;
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[Dependency] protected readonly StatusEffectsSystem Status = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, ComponentShutdown>(OnMobShutdown);
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SubscribeLocalEvent<MobStateComponent, ComponentStartup>(OnMobStartup);
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
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SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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private void OnMobStartup(EntityUid uid, MobStateComponent component, ComponentStartup args)
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{
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if (component.CurrentState != null && component.CurrentThreshold != null)
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{
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// Initialize with given states
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SetMobState(component, null, (component.CurrentState.Value, component.CurrentThreshold.Value));
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}
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else
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{
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// Initialize with some amount of damage, defaulting to 0.
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UpdateState(component, CompOrNull<DamageableComponent>(uid)?.TotalDamage ?? FixedPoint2.Zero);
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}
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}
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private void OnMobShutdown(EntityUid uid, MobStateComponent component, ComponentShutdown args)
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{
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Alerts.ClearAlert(uid, AlertType.HumanHealth);
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}
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public bool IsAlive(EntityUid uid, MobStateComponent? component = null)
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{
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if (!Resolve(uid, ref component, false)) return false;
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return component.CurrentState == DamageState.Alive;
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}
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public bool IsCritical(EntityUid uid, MobStateComponent? component = null)
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{
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if (!Resolve(uid, ref component, false)) return false;
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return component.CurrentState == DamageState.Critical;
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}
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public bool IsDead(EntityUid uid, MobStateComponent? component = null)
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{
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if (!Resolve(uid, ref component, false)) return false;
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return component.CurrentState == DamageState.Dead;
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}
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public bool IsIncapacitated(EntityUid uid, MobStateComponent? component = null)
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{
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if (!Resolve(uid, ref component, false)) return false;
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return component.CurrentState is DamageState.Critical or DamageState.Dead;
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}
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#region ActionBlocker
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private void OnStateChanged(MobStateChangedEvent ev)
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{
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_blocker.UpdateCanMove(ev.Entity);
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}
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private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case DamageState.Dead:
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case DamageState.Critical:
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args.Cancel();
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break;
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}
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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{
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if (IsIncapacitated(uid, component))
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args.Cancel();
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}
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public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
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{
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UpdateState(component, args.Damageable.TotalDamage);
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}
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private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
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{
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switch (component.CurrentState)
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{
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case DamageState.Critical:
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case DamageState.Dead:
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args.Cancel();
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return;
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default:
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return;
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}
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}
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private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
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{
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if (IsIncapacitated(uid, component))
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args.Cancel();
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}
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public virtual void RemoveState(MobStateComponent component)
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{
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var old = component.CurrentState;
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component.CurrentState = null;
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component.CurrentThreshold = null;
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SetMobState(component, old, null);
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}
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public virtual void EnterState(MobStateComponent? component, DamageState? state)
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{
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// TODO: Thanks buckle
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if (component == null) return;
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switch (state)
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{
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case DamageState.Alive:
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EnterNormState(component.Owner);
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break;
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case DamageState.Critical:
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EnterCritState(component.Owner);
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break;
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case DamageState.Dead:
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EnterDeadState(component.Owner);
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break;
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case null:
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break;
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default:
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throw new NotImplementedException();
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}
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}
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protected virtual void UpdateState(MobStateComponent component, DamageState? state, FixedPoint2 threshold)
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{
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switch (state)
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{
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case DamageState.Alive:
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UpdateNormState(component.Owner, threshold);
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break;
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case DamageState.Critical:
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UpdateCritState(component.Owner, threshold);
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break;
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case DamageState.Dead:
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UpdateDeadState(component.Owner, threshold);
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break;
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case null:
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break;
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default:
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throw new NotImplementedException();
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}
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}
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protected virtual void ExitState(MobStateComponent component, DamageState? state)
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{
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switch (state)
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{
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case DamageState.Alive:
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ExitNormState(component.Owner);
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break;
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case DamageState.Critical:
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ExitCritState(component.Owner);
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break;
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case DamageState.Dead:
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ExitDeadState(component.Owner);
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break;
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case null:
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break;
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default:
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throw new NotImplementedException();
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}
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}
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/// <summary>
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/// Updates the mob state..
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/// </summary>
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public void UpdateState(MobStateComponent component, FixedPoint2 damage)
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{
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if (!TryGetState(component, damage, out var newState, out var threshold))
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{
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return;
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}
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SetMobState(component, component.CurrentState, (newState.Value, threshold));
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}
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/// <summary>
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/// Sets the mob state and marks the component as dirty.
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/// </summary>
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private void SetMobState(MobStateComponent component, DamageState? old, (DamageState state, FixedPoint2 threshold)? current)
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{
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if (!current.HasValue)
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{
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ExitState(component, old);
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return;
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}
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var (state, threshold) = current.Value;
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component.CurrentThreshold = threshold;
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if (state == old)
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{
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UpdateState(component, state, threshold);
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return;
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}
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ExitState(component, old);
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component.CurrentState = state;
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EnterState(component, state);
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UpdateState(component, state, threshold);
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var message = new MobStateChangedEvent(component, old, state);
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RaiseLocalEvent(component.Owner, message, true);
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Dirty(component);
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}
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public (DamageState state, FixedPoint2 threshold)? GetState(MobStateComponent component, FixedPoint2 damage)
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{
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foreach (var (threshold, state) in component._highestToLowestStates)
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{
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if (damage >= threshold)
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{
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return (state, threshold);
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}
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}
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return null;
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}
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public bool TryGetState(
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MobStateComponent component,
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FixedPoint2 damage,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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var highestState = GetState(component, damage);
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if (highestState == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = highestState.Value;
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return true;
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}
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private (DamageState state, FixedPoint2 threshold)? GetEarliestState(MobStateComponent component, FixedPoint2 minimumDamage, Predicate<DamageState> predicate)
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{
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foreach (var (threshold, state) in component._lowestToHighestStates)
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{
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if (threshold < minimumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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private (DamageState state, FixedPoint2 threshold)? GetPreviousState(MobStateComponent component, FixedPoint2 maximumDamage, Predicate<DamageState> predicate)
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{
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foreach (var (threshold, state) in component._highestToLowestStates)
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{
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if (threshold > maximumDamage ||
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!predicate(state))
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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public (DamageState state, FixedPoint2 threshold)? GetEarliestCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
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{
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return GetEarliestState(component, minimumDamage, s => s == DamageState.Critical);
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}
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public (DamageState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(MobStateComponent component, FixedPoint2 minimumDamage)
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{
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return GetEarliestState(component, minimumDamage, s => s is DamageState.Critical or DamageState.Dead);
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}
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public (DamageState state, FixedPoint2 threshold)? GetEarliestDeadState(MobStateComponent component, FixedPoint2 minimumDamage)
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{
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return GetEarliestState(component, minimumDamage, s => s == DamageState.Dead);
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}
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public (DamageState state, FixedPoint2 threshold)? GetPreviousCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
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{
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return GetPreviousState(component, minimumDamage, s => s == DamageState.Critical);
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}
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private bool TryGetState(
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(DamageState state, FixedPoint2 threshold)? tuple,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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if (tuple == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = tuple.Value;
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return true;
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}
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public bool TryGetEarliestCriticalState(
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MobStateComponent component,
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestCriticalState(component, minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestIncapacitatedState(
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MobStateComponent component,
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestIncapacitatedState(component, minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetEarliestDeadState(
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MobStateComponent component,
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetEarliestDeadState(component, minimumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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public bool TryGetPreviousCriticalState(
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MobStateComponent component,
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FixedPoint2 maximumDamage,
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[NotNullWhen(true)] out DamageState? state,
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out FixedPoint2 threshold)
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{
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var earliestState = GetPreviousCriticalState(component, maximumDamage);
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return TryGetState(earliestState, out state, out threshold);
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}
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[Serializable, NetSerializable]
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protected sealed class MobStateComponentState : ComponentState
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{
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public readonly FixedPoint2? CurrentThreshold;
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public MobStateComponentState(FixedPoint2? currentThreshold)
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{
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CurrentThreshold = currentThreshold;
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}
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}
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}
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}
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Reference in New Issue
Block a user