Alerts System and UI (#2529)
* #272 add bordered panel for effects bar * #272 avoid mouse overlapping tooltip when near edges, change tooltip colors to match mockups * #272 WIP defining status effect states as YML and sending them as encoded integers * #272 refactor to use new alert system * #272 refactor to use new alert system * #272 fix various bugs with new alert system and update alerts to have color * #272 WIP * #272 rename status effects to alerts * #272 WIP reworking alert internals to avoid code dup and eliminate enum * #272 refactor alerts to use categories and fix various bugs * #272 more alert bugfixes * #272 alert ordering * #272 callback-based approach for alert clicks * #272 add debug commands for alerts * #272 utilize new GridContainer capabilities for sizing of alerts tab * #272 scale alerts height based on window size * #272 fix tooltip flicker * #272 transparent alert panel * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 alert prototype tests * #272 alert manager tests * #272 alert order tests * #272 simple unit test for alerts component * #272 integration test for alerts * #272 rework alerts to use enums instead of id / category * #272 various cleanups for PR * #272 use byte for more compact alert messages * #272 rename StatusEffects folder to Alerts, add missing NetSerializable
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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@@ -17,10 +18,9 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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if (entity.TryGetComponent(out ServerAlertsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
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status.ShowAlert(AlertType.HumanCrit); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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