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 +1,43 @@
using Content.Shared.Mobs.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Mobs;
/// <summary>
/// Defines what state an <see cref="Robust.Shared.GameObjects.EntityUid"/> is in.
///
/// Ordered from most alive to least alive.
/// To enumerate them in this way see
/// <see cref="MobStateHelpers.AliveToDead"/>.
/// </summary>
[Serializable, NetSerializable]
public enum MobState : byte
{
Invalid = 0,
Alive = 1,
Critical = 2,
Dead = 3
}
/// <summary>
/// Event that is raised whenever a MobState changes on an entity
/// </summary>
/// <param name="Target">The Entity whose MobState is changing</param>
/// <param name="Component">The MobState Component owned by the Target entity</param>
/// <param name="OldMobState">The previous MobState</param>
/// <param name="NewMobState">The new MobState</param>
/// <param name="Origin">The Entity that caused this state change</param>
public record struct MobStateChangedEvent(EntityUid Target, MobStateComponent Component, MobState OldMobState,
MobState NewMobState, EntityUid? Origin = null);
public static class A
{
//^.^
}
//This is dumb and I hate it but I don't feel like refactoring this garbage
[Serializable, NetSerializable]
public enum MobStateVisuals : byte
{
State
}