Files
tbd-station-14/Content.Shared/Mobs/Components/MobStateComponent.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

33 lines
1.1 KiB
C#

using Content.Shared.Damage.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Mobs.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]
[AutoGenerateComponentState]
[Access(typeof(MobStateSystem), typeof(MobThresholdSystem))]
public sealed partial class MobStateComponent : Component
{
//default mobstate is always the lowest state level
[AutoNetworkedField, ViewVariables]
public MobState CurrentState { get; set; } = MobState.Alive;
[DataField]
[AutoNetworkedField]
public HashSet<MobState> AllowedStates = new()
{
MobState.Alive,
MobState.Critical,
MobState.Dead
};
}
}