Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/State/BaseMobState.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* 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* Update outdated destructible in YAML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
2020-12-07 14:52:55 +01:00

99 lines
2.0 KiB
C#

using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
public abstract class BaseMobState : IMobState
{
protected abstract DamageState DamageState { get; }
public virtual bool IsAlive()
{
return DamageState == DamageState.Alive;
}
public virtual bool IsCritical()
{
return DamageState == DamageState.Critical;
}
public virtual bool IsDead()
{
return DamageState == DamageState.Dead;
}
public virtual bool IsIncapacitated()
{
return IsCritical() || IsDead();
}
public virtual void EnterState(IEntity entity) { }
public virtual void ExitState(IEntity entity) { }
public virtual void UpdateState(IEntity entity, int threshold) { }
public virtual void ExposeData(ObjectSerializer serializer) { }
public virtual bool CanInteract()
{
return true;
}
public virtual bool CanMove()
{
return true;
}
public virtual bool CanUse()
{
return true;
}
public virtual bool CanThrow()
{
return true;
}
public virtual bool CanSpeak()
{
return true;
}
public virtual bool CanDrop()
{
return true;
}
public virtual bool CanPickup()
{
return true;
}
public virtual bool CanEmote()
{
return true;
}
public virtual bool CanAttack()
{
return true;
}
public virtual bool CanEquip()
{
return true;
}
public virtual bool CanUnequip()
{
return true;
}
public virtual bool CanChangeDirection()
{
return true;
}
}
}