#nullable enable using Content.Server.GameObjects.EntitySystems; using Content.Shared.Alert; using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs.State; using Robust.Server.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; namespace Content.Server.GameObjects.Components.Mobs.State { public class NormalMobState : SharedNormalMobState { public override void EnterState(IEntity entity) { base.EnterState(entity); EntitySystem.Get().Standing(entity); if (entity.TryGetComponent(out AppearanceComponent? appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Alive); } } public override void UpdateState(IEntity entity, int threshold) { base.UpdateState(entity, threshold); if (!entity.TryGetComponent(out IDamageableComponent? damageable)) { return; } if (!entity.TryGetComponent(out ServerAlertsComponent? alerts)) { return; } if (!entity.TryGetComponent(out IMobStateComponent? stateComponent)) { return; } short modifier = 0; if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold)) { modifier = (short) (damageable.TotalDamage / (earliestThreshold / 7f)); } alerts.ShowAlert(AlertType.HumanHealth, modifier); } } }