using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Mobs.Components
{
///
/// When attached to an ,
/// 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.
///
[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 AllowedStates = new()
{
MobState.Alive,
MobState.Critical,
MobState.Dead
};
}
[Serializable, NetSerializable]
public sealed class MobStateComponentState : ComponentState
{
public readonly MobState CurrentState;
public readonly HashSet AllowedStates;
public MobStateComponentState(MobState currentState, HashSet allowedStates)
{
CurrentState = currentState;
AllowedStates = allowedStates;
}
}
}