* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
100 lines
2.0 KiB
C#
100 lines
2.0 KiB
C#
#nullable enable
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using Robust.Shared.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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