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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@@ -19,8 +19,8 @@ using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Traitor;
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using Content.Shared.Dataset;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Nuke;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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@@ -310,7 +310,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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var allAlive = true;
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foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
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{
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if (state.CurrentState is DamageState.Alive)
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if (state.CurrentState is MobState.Alive)
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{
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continue;
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}
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@@ -415,7 +415,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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.Where(ent =>
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ent.Item3.MapID == shuttleMapId
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|| ent.Item3.MapID == targetStationMap)
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.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
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.Any(ent => ent.Item2.CurrentState == MobState.Alive && ent.Item1.Running);
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if (operativesAlive)
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return; // There are living operatives than can access the shuttle, or are still on the station's map.
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@@ -446,7 +446,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
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{
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if(ev.CurrentMobState == DamageState.Dead)
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if(ev.NewMobState == MobState.Dead)
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CheckRoundShouldEnd();
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}
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