using System;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.State;
using Robust.Shared.GameObjects;
namespace Content.Server.MobState.States
{
public sealed class NormalMobState : SharedNormalMobState
public override void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager)
base.UpdateState(entity, threshold, entityManager);
if (!entityManager.TryGetComponent(entity, out DamageableComponent? damageable))
return;
}
if (!entityManager.TryGetComponent(entity, out MobStateComponent? stateComponent))
short modifier = 0;
if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
modifier = (short)(damageable.TotalDamage / (earliestThreshold / 5) + 1);
EntitySystem.Get<AlertsSystem>().ShowAlert(entity, AlertType.HumanHealth, modifier);