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* no breaking pull in crit * condition to species prototypes --------- Co-authored-by: vanx <discord@vanxxxx>
118 lines
3.8 KiB
C#
118 lines
3.8 KiB
C#
using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Mobs.Components;
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/// <summary>
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/// When attached to an <see cref="DamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[AutoGenerateComponentState]
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public sealed partial class MobStateComponent : Component
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{
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/// <summary>
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/// Whether this mob will be allowed to issue movement commands when in the Critical MobState.
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/// </summary>
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[DataField]
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public bool AllowMovementWhileCrit = false;
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/// <summary>
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/// Whether this mob will be allowed to issue movement commands when in the Soft-Crit MobState.
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/// </summary>
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[DataField]
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public bool AllowMovementWhileSoftCrit = false;
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/// <summary>
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/// Whether this mob will be allowed to issue movement commands when in the Dead MobState.
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/// This is provided for completeness sake, and *probably* shouldn't be used by default.
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/// </summary>
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[DataField]
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public bool AllowMovementWhileDead;
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/// <summary>
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/// WWDP - Whether this mob will be allowed to break from being pulled.
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/// </summary>
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[DataField]
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public bool AllowBreakingPullingWhileCrit;
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[DataField]
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public bool AllowBreakingPullingWhileSoftCrit;
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[DataField]
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public bool AllowBreakingPullingWhileDead;
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/// <summary>
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/// Whether this mob will be allowed to talk while in the Critical MobState.
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/// </summary>
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[DataField]
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public bool AllowTalkingWhileCrit = true;
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/// <summary>
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/// Whether this mob will be allowed to talk while in the SoftCritical MobState.
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/// </summary>
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[DataField]
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public bool AllowTalkingWhileSoftCrit = true;
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/// <summary>
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/// Whether this mob will be allowed to talk while in the Dead MobState.
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/// This is provided for completeness sake, and *probably* shouldn't be used by default.
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/// </summary>
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[DataField]
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public bool AllowTalkingWhileDead;
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/// <summary>
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/// Whether this mob is forced to be downed when entering the Critical MobState.
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/// </summary>
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[DataField]
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public bool DownWhenCrit = true;
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/// <summary>
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/// Whether this mob is forced to be downed when entering the SoftCritical MobState.
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/// </summary>
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[DataField]
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public bool DownWhenSoftCrit = true;
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/// <summary>
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/// Whether this mob is forced to be downed when entering the Dead MobState.
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/// </summary>
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[DataField]
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public bool DownWhenDead = true;
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/// <summary>
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/// Whether this mob is allowed to perform hand interactions while in the Critical MobState.
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/// </summary>
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[DataField]
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public bool AllowHandInteractWhileCrit;
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/// <summary>
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/// Whether this mob is allowed to perform hand interactions while in the SoftCritical MobState.
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/// </summary>
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[DataField]
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public bool AllowHandInteractWhileSoftCrit;
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/// <summary>
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/// Whether this mob is allowed to perform hand interactions while in the Dead MobState.
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/// This is provided for completeness sake, and *probably* shouldn't be used by default.
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/// </summary>
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[DataField]
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public bool AllowHandInteractWhileDead;
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//default mobstate is always the lowest state level
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[AutoNetworkedField, ViewVariables]
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public MobState CurrentState { get; set; } = MobState.Alive;
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[DataField]
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[AutoNetworkedField]
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public HashSet<MobState> AllowedStates = new()
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{
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MobState.Alive,
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MobState.Critical,
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MobState.SoftCritical,
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MobState.Dead
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};
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}
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