#nullable enable
using Content.Shared.Alert;
using Content.Shared.Hands;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.State
{
///
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
///
public abstract class SharedCriticalMobState : BaseMobState
{
protected override DamageState DamageState => DamageState.Critical;
public override void EnterState(IEntity entity)
{
base.EnterState(entity);
if (entity.TryGetComponent(out SharedAlertsComponent? status))
{
status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
}
EntitySystem.Get().Down(entity);
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
}
public override void ExitState(IEntity entity)
{
base.ExitState(entity);
EntitySystem.Get().Stand(entity);
}
public override bool CanInteract()
{
return false;
}
public override bool CanMove()
{
return false;
}
public override bool CanUse()
{
return false;
}
public override bool CanThrow()
{
return false;
}
public override bool CanSpeak()
{
return false;
}
public override bool CanDrop()
{
return false;
}
public override bool CanPickup()
{
return false;
}
public override bool CanEmote()
{
return false;
}
public override bool CanAttack()
{
return false;
}
public override bool CanEquip()
{
return false;
}
public override bool CanUnequip()
{
return false;
}
public override bool CanChangeDirection()
{
return false;
}
}
}