2021-02-11 01:13:03 -08:00
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using Robust.Shared.GameObjects;
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2020-12-07 14:52:55 +01:00
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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public abstract class BaseMobState : IMobState
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{
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protected abstract DamageState DamageState { get; }
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public virtual bool IsAlive()
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{
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return DamageState == DamageState.Alive;
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}
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public virtual bool IsCritical()
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{
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return DamageState == DamageState.Critical;
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}
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public virtual bool IsDead()
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{
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return DamageState == DamageState.Dead;
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}
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public virtual bool IsIncapacitated()
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{
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return IsCritical() || IsDead();
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}
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public virtual void EnterState(IEntity entity) { }
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public virtual void ExitState(IEntity entity) { }
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public virtual void UpdateState(IEntity entity, int threshold) { }
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public virtual void ExposeData(ObjectSerializer serializer) { }
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public virtual bool CanInteract()
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{
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return true;
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}
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public virtual bool CanMove()
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{
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return true;
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}
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public virtual bool CanUse()
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{
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return true;
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}
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public virtual bool CanThrow()
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{
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return true;
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}
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public virtual bool CanSpeak()
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{
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return true;
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}
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public virtual bool CanDrop()
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{
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return true;
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}
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public virtual bool CanPickup()
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{
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return true;
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}
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public virtual bool CanEmote()
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{
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return true;
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}
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public virtual bool CanAttack()
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{
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return true;
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}
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public virtual bool CanEquip()
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{
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return true;
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}
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public virtual bool CanUnequip()
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{
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return true;
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}
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public virtual bool CanChangeDirection()
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{
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return true;
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}
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}
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}
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