using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Mobs;
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, AppearanceComponent appearance);
void ExitState(IEntity entity, AppearanceComponent appearance);
}
///
/// Standard state that a species is at with no damage or negative effect
///
public struct NormalState : DamageState
{
public void EnterState(IEntity entity, AppearanceComponent appearance) {}
public void ExitState(IEntity entity, AppearanceComponent appearance) {}
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, AppearanceComponent appearance) {
if (!entity.TryGetComponent(out var mover))
{
return;
}
mover.Disabled = true;
}
public void ExitState(IEntity entity, AppearanceComponent appearance) {
if (!entity.TryGetComponent(out var mover))
{
return;
}
mover.Disabled = 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, AppearanceComponent appearance)
{
var newstate = SpeciesComponent.MobState.Down;
appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
if (!entity.TryGetComponent(out var mover))
{
return;
}
mover.Disabled = true;
}
public void ExitState(IEntity entity, AppearanceComponent appearance)
{
var newstate = SpeciesComponent.MobState.Stand;
appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
if (!entity.TryGetComponent(out var mover))
{
return;
}
mover.Disabled = false;
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
}
}