Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/State/IMobState.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

43 lines
1.3 KiB
C#

using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.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 : IExposeData, IActionBlocker
{
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(IEntity entity);
/// <summary>
/// Called when this state is left for a different state.
/// </summary>
void ExitState(IEntity entity);
/// <summary>
/// Called when this state is updated.
/// </summary>
void UpdateState(IEntity entity, int threshold);
}
}