Files
tbd-station-14/Content.Shared/MobState/Components/MobStateComponent.cs
2022-12-19 21:25:35 -06:00

40 lines
1.5 KiB
C#

using System.Linq;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.MobState.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.MobState.Components
{
/// <summary>
/// When attached to an <see cref="DamageableComponent"/>,
/// this component will handle critical and death behaviors for mobs.
/// Additionally, it handles sending effects to clients
/// (such as blur effect for unconsciousness) and managing the health HUD.
/// </summary>
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(SharedMobStateSystem))]
public sealed class MobStateComponent : Component
{
/// <summary>
/// States that this <see cref="MobStateComponent"/> mapped to
/// the amount of damage at which they are triggered.
/// A threshold is reached when the total damage of an entity is equal
/// to or higher than the int key, but lower than the next threshold.
/// Ordered from lowest to highest.
/// </summary>
[DataField("thresholds")]
public readonly SortedDictionary<int, DamageState> _lowestToHighestStates = new();
// TODO Remove Nullability?
[ViewVariables]
public DamageState? CurrentState { get; set; }
[ViewVariables]
public FixedPoint2? CurrentThreshold { get; set; }
public IEnumerable<KeyValuePair<int, DamageState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
}
}