* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.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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