* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
99 lines
2.0 KiB
C#
99 lines
2.0 KiB
C#
using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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public abstract class BaseMobState : IMobState
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{
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protected abstract DamageState DamageState { get; }
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public virtual bool IsAlive()
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{
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return DamageState == DamageState.Alive;
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}
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public virtual bool IsCritical()
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{
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return DamageState == DamageState.Critical;
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}
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public virtual bool IsDead()
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{
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return DamageState == DamageState.Dead;
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}
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public virtual bool IsIncapacitated()
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{
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return IsCritical() || IsDead();
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}
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public virtual void EnterState(IEntity entity) { }
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public virtual void ExitState(IEntity entity) { }
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public virtual void UpdateState(IEntity entity, int threshold) { }
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public virtual void ExposeData(ObjectSerializer serializer) { }
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public virtual bool CanInteract()
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{
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return true;
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}
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public virtual bool CanMove()
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{
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return true;
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}
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public virtual bool CanUse()
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{
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return true;
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}
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public virtual bool CanThrow()
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{
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return true;
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}
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public virtual bool CanSpeak()
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{
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return true;
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}
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public virtual bool CanDrop()
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{
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return true;
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}
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public virtual bool CanPickup()
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{
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return true;
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}
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public virtual bool CanEmote()
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{
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return true;
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}
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public virtual bool CanAttack()
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{
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return true;
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}
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public virtual bool CanEquip()
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{
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return true;
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}
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public virtual bool CanUnequip()
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{
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return true;
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}
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public virtual bool CanChangeDirection()
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{
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return true;
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}
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}
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}
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