using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
///
/// Defines the blocking effects of an associated
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
///
public interface IMobState : IExposeData, IActionBlocker
{
bool IsAlive();
bool IsCritical();
bool IsDead();
///
/// Checks if the mob is in a critical or dead state.
/// See and .
///
/// true if it is, false otherwise.
bool IsIncapacitated();
///
/// Called when this state is entered.
///
void EnterState(IEntity entity);
///
/// Called when this state is left for a different state.
///
void ExitState(IEntity entity);
///
/// Called when this state is updated.
///
void UpdateState(IEntity entity, int threshold);
}
}