51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState.State;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState
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{
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public interface IMobStateComponent : IComponent
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{
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IMobState? CurrentState { get; }
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bool IsAlive();
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bool IsCritical();
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bool IsDead();
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bool IsIncapacitated();
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(IMobState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(FixedPoint2 minimumDamage);
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(IMobState state, FixedPoint2 threshold)? GetEarliestCriticalState(FixedPoint2 minimumDamage);
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(IMobState state, FixedPoint2 threshold)? GetEarliestDeadState(FixedPoint2 minimumDamage);
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(IMobState state, FixedPoint2 threshold)? GetPreviousCriticalState(FixedPoint2 maximumDamage);
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bool TryGetEarliestIncapacitatedState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold);
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bool TryGetEarliestCriticalState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold);
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bool TryGetEarliestDeadState(
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FixedPoint2 minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold);
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bool TryGetPreviousCriticalState(
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FixedPoint2 maximumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out FixedPoint2 threshold);
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void UpdateState(FixedPoint2 damage);
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}
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}
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