Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mobs.Components
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{
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/// <summary>
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/// When attached to an <see cref="DamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(MobStateSystem), typeof(MobThresholdSystem))]
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public sealed class MobStateComponent : Component
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{
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//default mobstate is always the lowest state level
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[ViewVariables] public MobState CurrentState { get; set; } = MobState.Alive;
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[DataField("allowedStates")] public HashSet<MobState> AllowedStates = new()
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{
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MobState.Alive,
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MobState.Critical,
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MobState.Dead
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};
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}
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[Serializable, NetSerializable]
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public sealed class MobStateComponentState : ComponentState
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{
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public readonly MobState CurrentState;
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public readonly HashSet<MobState> AllowedStates;
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public MobStateComponentState(MobState currentState, HashSet<MobState> allowedStates)
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{
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CurrentState = currentState;
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AllowedStates = allowedStates;
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}
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}
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}
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