using Content.Shared.Damage.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Mobs.Components;
///
/// When attached to an ,
/// this component will handle critical and death behaviors for mobs.
/// Additionally, it handles sending effects to clients
/// (such as blur effect for unconsciousness) and managing the health HUD.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[Access(typeof(MobStateSystem), typeof(MobThresholdSystem))]
public sealed partial class MobStateComponent : Component
{
///
/// The current mob state the entity is in.
///
[DataField, AutoNetworkedField]
public MobState CurrentState = MobState.Alive; //default mobstate is always the lowest state level
[DataField, AutoNetworkedField]
public HashSet AllowedStates = new()
{
MobState.Alive,
MobState.Critical,
MobState.Dead
};
}