* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
29 lines
702 B
C#
29 lines
702 B
C#
#nullable enable
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Mobs.State
|
|
{
|
|
public interface IMobStateComponent : IComponent
|
|
{
|
|
IMobState? CurrentState { get; }
|
|
|
|
bool IsAlive();
|
|
|
|
bool IsCritical();
|
|
|
|
bool IsDead();
|
|
|
|
bool IsIncapacitated();
|
|
|
|
(IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage);
|
|
|
|
bool TryGetEarliestIncapacitatedState(
|
|
int minimumDamage,
|
|
[NotNullWhen(true)] out IMobState? state,
|
|
out int threshold);
|
|
|
|
void UpdateState(int damage, bool syncing = false);
|
|
}
|
|
}
|