using Content.Shared.Damage; using Content.Shared.Interaction.Events; using Content.Shared.MobState.Components; using Content.Shared.MobState.State; using Content.Shared.Movement; using Content.Shared.Pulling.Events; using Content.Shared.Standing; using Robust.Shared.GameObjects; namespace Content.Shared.MobState.EntitySystems { public class MobStateSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnChangeDirectionAttempt); SubscribeLocalEvent(OnStartPullAttempt); SubscribeLocalEvent(UpdateState); SubscribeLocalEvent(OnMoveAttempt); SubscribeLocalEvent(OnStandAttempt); // Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed... } private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args) { switch (component.CurrentState) { case SharedDeadMobState: case SharedCriticalMobState: args.Cancel(); break; } } private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args) { if(component.IsIncapacitated()) args.Cancel(); } public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args) { component.UpdateState(args.Damageable.TotalDamage); } private void OnMoveAttempt(EntityUid uid, MobStateComponent component, MovementAttemptEvent args) { switch (component.CurrentState) { case SharedCriticalMobState: case SharedDeadMobState: args.Cancel(); return; default: return; } } private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args) { if(component.IsIncapacitated()) args.Cancel(); } } }