* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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/// <summary>
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/// Defines the blocking effects of an associated <see cref="DamageState"/>
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/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
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/// exiting the state.
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/// </summary>
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public interface IMobState : IExposeData, IActionBlocker
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{
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bool IsAlive();
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bool IsCritical();
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bool IsDead();
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/// <summary>
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/// Checks if the mob is in a critical or dead state.
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/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
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/// </summary>
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/// <returns>true if it is, false otherwise.</returns>
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bool IsIncapacitated();
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/// <summary>
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/// Called when this state is entered.
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/// </summary>
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void EnterState(IEntity entity);
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/// <summary>
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/// Called when this state is left for a different state.
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/// </summary>
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void ExitState(IEntity entity);
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/// <summary>
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/// Called when this state is updated.
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/// </summary>
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void UpdateState(IEntity entity, int threshold);
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}
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}
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