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Some MobState Refactoring #1382
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VMSolidus
merged 6 commits into
Simple-Station:master
from
VMSolidus:refactor-MobState-in-prep-for-Soft-Crit
Jan 2, 2025
Merged
Some MobState Refactoring #1382
VMSolidus
merged 6 commits into
Simple-Station:master
from
VMSolidus:refactor-MobState-in-prep-for-Soft-Crit
Jan 2, 2025
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Changes: C#
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Dec 30, 2024
sleepyyapril
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Jan 2, 2025
DEATHB4DEFEAT
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Jan 2, 2025
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if (AllowMovementWhileCrit is not null) | ||
mobStateComponent.AllowMovementWhileCrit = AllowMovementWhileCrit.Value; | ||
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if (AllowMovementWhileSoftCrit is not null) | ||
mobStateComponent.AllowHandInteractWhileSoftCrit = AllowMovementWhileSoftCrit.Value; | ||
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if (AllowMovementWhileDead is not null) | ||
mobStateComponent.AllowMovementWhileDead = AllowMovementWhileDead.Value; | ||
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if (AllowTalkingWhileCrit is not null) | ||
mobStateComponent.AllowTalkingWhileCrit = AllowTalkingWhileCrit.Value; | ||
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if (AllowTalkingWhileSoftCrit is not null) | ||
mobStateComponent.AllowTalkingWhileSoftCrit = AllowTalkingWhileSoftCrit.Value; | ||
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if (AllowTalkingWhileDead is not null) | ||
mobStateComponent.AllowTalkingWhileDead = AllowTalkingWhileDead.Value; | ||
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if (DownWhenCrit is not null) | ||
mobStateComponent.DownWhenCrit = DownWhenCrit.Value; | ||
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if (DownWhenSoftCrit is not null) | ||
mobStateComponent.DownWhenSoftCrit = DownWhenSoftCrit.Value; | ||
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if (DownWhenDead is not null) | ||
mobStateComponent.DownWhenDead = DownWhenDead.Value; | ||
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if (AllowHandInteractWhileCrit is not null) | ||
mobStateComponent.AllowHandInteractWhileCrit = AllowHandInteractWhileCrit.Value; | ||
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if (AllowHandInteractWhileSoftCrit is not null) | ||
mobStateComponent.AllowHandInteractWhileSoftCrit = AllowHandInteractWhileSoftCrit.Value; | ||
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if (AllowHandInteractWhileDead is not null) | ||
mobStateComponent.AllowHandInteractWhileDead = AllowHandInteractWhileDead.Value; |
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hate this, is there no better way?
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reflection could
Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]>
SimpleStation14
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Description
This PR does some refactoring of MobState in preparation for adding a more in-depth SoftCritical system, mostly adding code support for the new threshold existing in the first place. Additionally, the MobStateComponent now also includes several DataFields that allow more precise fine tuning of what all mobs are allowed to do in each state, as opposed to hardcoding a majority of these interactions.
The actual SoftCritical state isn't currently used by anything, and so is a largely vestigial feature. It would have to be added individually to mobs, such as the BaseMobSpeciesOrganic when the time comes to actually add this feature.
Changelog
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