Files
tbd-station-14/Content.Shared/MobState/State/IMobState.cs
Vera Aguilera Puerto e5c062559a MobStates use EntityUid
2021-11-09 12:15:12 +01:00

43 lines
1.3 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.State
{
/// <summary>
/// Defines the blocking effects of an associated <see cref="DamageState"/>
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState
{
bool IsAlive();
bool IsCritical();
bool IsDead();
/// <summary>
/// Checks if the mob is in a critical or dead state.
/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
/// </summary>
/// <returns>true if it is, false otherwise.</returns>
bool IsIncapacitated();
/// <summary>
/// Called when this state is entered.
/// </summary>
void EnterState(EntityUid uid, IEntityManager entityManager);
/// <summary>
/// Called when this state is left for a different state.
/// </summary>
void ExitState(EntityUid uid, IEntityManager entityManager);
/// <summary>
/// Called when this state is updated.
/// </summary>
void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager);
}
}