Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -3,7 +3,8 @@ using Content.Server.Administration.Commands;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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@@ -23,6 +24,7 @@ namespace Content.IntegrationTests.Tests.Commands
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- type: Damageable
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damageContainer: Biological
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- type: MobState
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- type: MobThresholds
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thresholds:
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0: Alive
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100: Critical
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@@ -37,7 +39,7 @@ namespace Content.IntegrationTests.Tests.Commands
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var prototypeManager = server.ResolveDependency<IPrototypeManager>();
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var mobStateSystem = entManager.EntitySysManager.GetEntitySystem<Server.MobState.MobStateSystem>();
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var mobStateSystem = entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
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var damSystem = entManager.EntitySysManager.GetEntitySystem<DamageableSystem>();
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await server.WaitAssertion(() =>
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