Files
wwdpublic/Content.Shared/Mobs/Systems/MobThresholdSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

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* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

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* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

463 lines
18 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Mobs.Systems;
public sealed class MobThresholdSystem : EntitySystem
{
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
public override void Initialize()
{
SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
SubscribeLocalEvent<MobThresholdsComponent, ComponentStartup>(MobThresholdStartup);
SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
}
private void OnGetState(EntityUid uid, MobThresholdsComponent component, ref ComponentGetState args)
{
var thresholds = new Dictionary<FixedPoint2, MobState>();
foreach (var (key, value) in component.Thresholds)
{
thresholds.Add(key, value);
}
args.State = new MobThresholdsComponentState(thresholds,
component.TriggersAlerts,
component.CurrentThresholdState,
component.StateAlertDict,
component.ShowOverlays,
component.AllowRevives);
}
private void OnHandleState(EntityUid uid, MobThresholdsComponent component, ref ComponentHandleState args)
{
if (args.Current is not MobThresholdsComponentState state)
return;
component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.UnsortedThresholds);
component.TriggersAlerts = state.TriggersAlerts;
component.CurrentThresholdState = state.CurrentThresholdState;
component.AllowRevives = state.AllowRevives;
}
#region Public API
/// <summary>
/// Gets the next available state for a mob.
/// </summary>
/// <param name="target">Target entity</param>
/// <param name="mobState">Supplied MobState</param>
/// <param name="nextState">The following MobState. Can be null if there isn't one.</param>
/// <param name="thresholdsComponent">Threshold Component Owned by the target</param>
/// <returns>True if the next mob state exists</returns>
public bool TryGetNextState(
EntityUid target,
MobState mobState,
[NotNullWhen(true)] out MobState? nextState,
MobThresholdsComponent? thresholdsComponent = null)
{
nextState = null;
if (!Resolve(target, ref thresholdsComponent))
return false;
MobState? min = null;
foreach (var state in thresholdsComponent.Thresholds.Values)
{
if (state <= mobState)
continue;
if (min == null || state < min)
min = state;
}
nextState = min;
return nextState != null;
}
/// <summary>
/// Get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>the threshold or 0 if it doesn't exist</returns>
public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
MobThresholdsComponent? thresholdComponent = null)
{
if (!Resolve(target, ref thresholdComponent))
return FixedPoint2.Zero;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
return pair.Key;
}
}
return FixedPoint2.Zero;
}
/// <summary>
/// Try to get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="threshold">The damage Threshold for the given state</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a threshold</returns>
public bool TryGetThresholdForState(EntityUid target, MobState mobState,
[NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
threshold = pair.Key;
return true;
}
}
return false;
}
/// <summary>
/// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="damage">The Damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a percentage</returns>
public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
return false;
percentage = damage / threshold;
return true;
}
/// <summary>
/// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for incapacitation</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
|| TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved incapacitation percentage</returns>
public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Try to get the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for death</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved death percentage</returns>
public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Takes the damage from one entity and scales it relative to the health of another
/// </summary>
/// <param name="target1">The entity whose damage will be scaled</param>
/// <param name="target2">The entity whose health the damage will scale to</param>
/// <param name="damage">The newly scaled damage. Can be null</param>
public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
{
damage = null;
if (!TryComp<DamageableComponent>(target1, out var oldDamage))
return false;
if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
!TryComp<MobThresholdsComponent>(target2, out var threshold2))
return false;
if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
ent1DeadThreshold = 0;
if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
ent2DeadThreshold = 0;
damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
return true;
}
/// <summary>
/// Set a MobState Threshold or create a new one if it doesn't exist
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">Damageable Component owned by the target</param>
/// <param name="mobState">MobState Component owned by the target</param>
/// <param name="threshold">MobThreshold Component owned by the target</param>
public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
MobThresholdsComponent? threshold = null)
{
if (!Resolve(target, ref threshold))
return;
// create a duplicate dictionary so we don't modify while enumerating.
var thresholds = new Dictionary<FixedPoint2, MobState>(threshold.Thresholds);
foreach (var (damageThreshold, state) in thresholds)
{
if (state != mobState)
continue;
threshold.Thresholds.Remove(damageThreshold);
}
threshold.Thresholds[damage] = mobState;
Dirty(target, threshold);
VerifyThresholds(target, threshold);
}
/// <summary>
/// Checks to see if we should change states based on thresholds.
/// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">Threshold Component owned by the Target</param>
/// <param name="mobState">MobState Component owned by the Target</param>
/// <param name="damageable">Damageable Component owned by the Target</param>
public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
MobStateComponent? mobState = null, DamageableComponent? damageable = null)
{
if (!Resolve(target, ref mobState, ref threshold, ref damageable))
return;
CheckThresholds(target, mobState, threshold, damageable);
var ev = new MobThresholdChecked(target, mobState, threshold, damageable);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobState.CurrentState, threshold, damageable);
}
public void SetAllowRevives(EntityUid uid, bool val, MobThresholdsComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
component.AllowRevives = val;
Dirty(uid, component);
VerifyThresholds(uid, component);
}
#endregion
#region Private Implementation
private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent, EntityUid? origin = null)
{
foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
{
if (damageableComponent.TotalDamage < threshold)
continue;
TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
break;
}
}
private void TriggerThreshold(
EntityUid target,
MobState newState,
MobStateComponent? mobState = null,
MobThresholdsComponent? thresholds = null,
EntityUid? origin = null)
{
if (!Resolve(target, ref mobState, ref thresholds) ||
mobState.CurrentState == newState)
{
return;
}
if (mobState.CurrentState != MobState.Dead || thresholds.AllowRevives)
{
thresholds.CurrentThresholdState = newState;
Dirty(target, thresholds);
}
_mobStateSystem.UpdateMobState(target, mobState, origin);
}
private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
DamageableComponent? damageable = null)
{
if (!Resolve(target, ref threshold, ref damageable))
return;
// don't handle alerts if they are managed by another system... BobbySim (soon TM)
if (!threshold.TriggersAlerts)
return;
if (!threshold.StateAlertDict.TryGetValue(currentMobState, out var currentAlert))
{
Log.Error($"No alert alert for mob state {currentMobState} for entity {ToPrettyString(target)}");
return;
}
if (!_alerts.TryGet(currentAlert, out var alertPrototype))
{
Log.Error($"Invalid alert type {currentAlert}");
return;
}
if (alertPrototype.SupportsSeverity)
{
var severity = _alerts.GetMinSeverity(currentAlert);
if (TryGetNextState(target, currentMobState, out var nextState, threshold) &&
TryGetPercentageForState(target, nextState.Value, damageable.TotalDamage, out var percentage))
{
percentage = FixedPoint2.Clamp(percentage.Value, 0, 1);
severity = (short) MathF.Round(
MathHelper.Lerp(
_alerts.GetMinSeverity(currentAlert),
_alerts.GetMaxSeverity(currentAlert),
percentage.Value.Float()));
}
_alerts.ShowAlert(target, currentAlert, severity);
}
else
{
_alerts.ShowAlert(target, currentAlert);
}
}
private void OnDamaged(EntityUid target, MobThresholdsComponent thresholds, DamageChangedEvent args)
{
if (!TryComp<MobStateComponent>(target, out var mobState))
return;
CheckThresholds(target, mobState, thresholds, args.Damageable, args.Origin);
var ev = new MobThresholdChecked(target, mobState, thresholds, args.Damageable);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobState.CurrentState, thresholds, args.Damageable);
}
private void MobThresholdStartup(EntityUid target, MobThresholdsComponent thresholds, ComponentStartup args)
{
if (!TryComp<MobStateComponent>(target, out var mobState) || !TryComp<DamageableComponent>(target, out var damageable))
return;
CheckThresholds(target, mobState, thresholds, damageable);
var ev = new MobThresholdChecked(target, mobState, thresholds, damageable);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobState.CurrentState, thresholds, damageable);
}
private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
{
if (component.TriggersAlerts)
_alerts.ClearAlertCategory(target, AlertCategory.Health);
}
private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
{
if (!component.AllowRevives && component.CurrentThresholdState == MobState.Dead)
{
args.State = MobState.Dead;
}
else if (component.CurrentThresholdState != MobState.Invalid)
{
args.State = component.CurrentThresholdState;
}
}
#endregion
}
/// <summary>
/// Event that triggers when an entity with a mob threshold is checked
/// </summary>
/// <param name="Target">Target entity</param>
/// <param name="Threshold">Threshold Component owned by the Target</param>
/// <param name="MobState">MobState Component owned by the Target</param>
/// <param name="Damageable">Damageable Component owned by the Target</param>
[ByRefEvent]
public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
MobThresholdsComponent Threshold, DamageableComponent Damageable);