Mobstate Refactor (#13389)

Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
Jezithyr
2023-01-13 16:57:10 -08:00
committed by GitHub
parent 97e4c477bd
commit eeb5b17b34
148 changed files with 1517 additions and 1290 deletions

View File

@@ -0,0 +1,42 @@
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Mobs.Components
{
/// <summary>
/// When attached to an <see cref="DamageableComponent"/>,
/// this component will handle critical and death behaviors for mobs.
/// Additionally, it handles sending effects to clients
/// (such as blur effect for unconsciousness) and managing the health HUD.
/// </summary>
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(MobStateSystem), typeof(MobThresholdSystem))]
public sealed class MobStateComponent : Component
{
//default mobstate is always the lowest state level
[ViewVariables] public MobState CurrentState { get; set; } = MobState.Alive;
[DataField("allowedStates")] public HashSet<MobState> AllowedStates = new()
{
MobState.Alive,
MobState.Critical,
MobState.Dead
};
}
[Serializable, NetSerializable]
public sealed class MobStateComponentState : ComponentState
{
public readonly MobState CurrentState;
public readonly HashSet<MobState> AllowedStates;
public MobStateComponentState(MobState currentState, HashSet<MobState> allowedStates)
{
CurrentState = currentState;
AllowedStates = allowedStates;
}
}
}