* Add stamina and mob damage playtest modifiers * Fix typo * Add FTL * Review fixes * Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Standing;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Mobs.Systems;
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[Virtual]
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public partial class MobStateSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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private ISawmill _sawmill = default!;
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private EntityQuery<MobStateComponent> _mobStateQuery;
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public override void Initialize()
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{
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_sawmill = _logManager.GetSawmill("MobState");
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_mobStateQuery = GetEntityQuery<MobStateComponent>();
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base.Initialize();
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SubscribeEvents();
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}
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#region Public API
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/// <summary>
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/// Check if a Mob is Alive
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is alive</returns>
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public bool IsAlive(EntityUid target, MobStateComponent? component = null)
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{
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Alive;
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}
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/// <summary>
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/// Check if a Mob is Critical
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Critical</returns>
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public bool IsCritical(EntityUid target, MobStateComponent? component = null)
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{
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Critical;
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}
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/// <summary>
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/// Check if a Mob is Dead
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Dead</returns>
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public bool IsDead(EntityUid target, MobStateComponent? component = null)
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{
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Dead;
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}
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/// <summary>
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/// Check if a Mob is Critical or Dead
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Critical or Dead</returns>
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public bool IsIncapacitated(EntityUid target, MobStateComponent? component = null)
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{
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Critical or MobState.Dead;
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}
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/// <summary>
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/// Check if a Mob is in an Invalid state
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is in an Invalid State</returns>
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public bool IsInvalidState(EntityUid target, MobStateComponent? component = null)
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{
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Invalid;
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}
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#endregion
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}
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