Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/State/IMobState.cs
2020-12-20 04:26:21 +01:00

44 lines
1.3 KiB
C#

using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
/// <summary>
/// Defines the blocking effects of an associated <see cref="DamageState"/>
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState : IExposeData, IActionBlocker
{
bool IsAlive();
bool IsCritical();
bool IsDead();
/// <summary>
/// Checks if the mob is in a critical or dead state.
/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
/// </summary>
/// <returns>true if it is, false otherwise.</returns>
bool IsIncapacitated();
/// <summary>
/// Called when this state is entered.
/// </summary>
void EnterState(IEntity entity);
/// <summary>
/// Called when this state is left for a different state.
/// </summary>
void ExitState(IEntity entity);
/// <summary>
/// Called when this state is updated.
/// </summary>
void UpdateState(IEntity entity, int threshold);
}
}