using Content.Server.GameObjects.EntitySystems;
using SS14.Server.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Maths;
namespace Content.Server.GameObjects
{
///
/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
///
public interface DamageState : IActionBlocker
{
void EnterState(IEntity entity);
void ExitState(IEntity entity);
}
///
/// Standard state that a species is at with no damage or negative effect
///
public struct NormalState : DamageState
{
public void EnterState(IEntity entity){}
public void ExitState(IEntity entity){}
bool IActionBlocker.CanInteract()
{
return true;
}
bool IActionBlocker.CanMove()
{
return true;
}
bool IActionBlocker.CanUse()
{
return true;
}
}
///
/// A state in which you are disabled from acting due to damage
///
public struct CriticalState : DamageState
{
public void EnterState(IEntity entity) { }
public void ExitState(IEntity entity) { }
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
}
///
/// A damage state which will allow ghosting out of mobs
///
public struct DeadState : DamageState
{
public void EnterState(IEntity entity)
{
if(entity.TryGetComponent(out SpriteComponent sprite))
{
sprite.Rotation = sprite.Rotation + Angle.FromDegrees(90);
}
}
public void ExitState(IEntity entity)
{
if (entity.TryGetComponent(out SpriteComponent sprite))
{
sprite.Rotation = sprite.Rotation - Angle.FromDegrees(90);
}
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
}
}