using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
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);
bool IsConscious { get; }
}
///
/// 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)
{
}
public bool IsConscious => true;
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)
{
}
public bool IsConscious => false;
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 AppearanceComponent appearance))
{
var newState = SharedSpeciesComponent.MobState.Down;
appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
}
}
public void ExitState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
var newState = SharedSpeciesComponent.MobState.Stand;
appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
}
}
public bool IsConscious => false;
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
}
}