* Refactor standing to be ECS E C S B A B Y * DONE * FIX IT FIX IT FIX IT * IsDown event * Change to methods * Fixes * Address some reviews * Last of the Mohicans * Final fixes * Fix tests
87 lines
1.8 KiB
C#
87 lines
1.8 KiB
C#
using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Shared.MobState.State
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{
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/// <summary>
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/// The standard state an entity is in; no negative effects.
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/// </summary>
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public abstract class SharedNormalMobState : BaseMobState
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{
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protected override DamageState DamageState => DamageState.Alive;
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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EntitySystem.Get<StandingStateSystem>().Stand(entity);
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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}
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public override bool CanInteract()
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{
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return true;
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}
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public override bool CanMove()
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{
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return true;
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}
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public override bool CanUse()
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{
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return true;
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}
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public override bool CanThrow()
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{
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return true;
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}
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public override bool CanSpeak()
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{
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return true;
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}
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public override bool CanDrop()
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{
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return true;
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}
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public override bool CanPickup()
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{
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return true;
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}
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public override bool CanEmote()
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{
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return true;
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}
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public override bool CanAttack()
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{
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return true;
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}
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public override bool CanEquip()
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{
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return true;
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}
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public override bool CanUnequip()
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{
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return true;
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}
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public override bool CanChangeDirection()
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{
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return true;
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}
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}
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}
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