using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.MobState.State
{
[ImplicitDataDefinitionForInheritors]
public abstract class BaseMobState : IMobState
protected abstract DamageState DamageState { get; }
public virtual bool IsAlive()
return DamageState == DamageState.Alive;
}
public virtual bool IsCritical()
return DamageState == DamageState.Critical;
public virtual bool IsDead()
return DamageState == DamageState.Dead;
public virtual bool IsIncapacitated()
return IsCritical() || IsDead();
public virtual void EnterState(EntityUid uid, IEntityManager entityManager) { }
public virtual void ExitState(EntityUid uid, IEntityManager entityManager) { }
public virtual void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager) { }