Status effect refactor (#4868)

* Oops! All Changes In One Commit

* try desperately to fix prediction issues and fail

* oops

* test

* actually fixes prediction issues

* port jittering to status effect

* default merge behavior + alert cooldown stuff

* silly test issue

* zabloing

* address reviews
This commit is contained in:
mirrorcult
2021-10-15 14:45:04 -07:00
committed by GitHub
parent 51578304f1
commit ae1ce0b31c
36 changed files with 811 additions and 511 deletions

View File

@@ -0,0 +1,63 @@
using System;
using System.Collections.Generic;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.StatusEffect
{
[RegisterComponent]
[NetworkedComponent]
[Friend(typeof(StatusEffectsSystem))]
public class StatusEffectsComponent : Component
{
public override string Name => "StatusEffects";
public Dictionary<string, StatusEffectState> ActiveEffects = new();
/// <summary>
/// A list of status effect IDs to be allowed
/// </summary>
[DataField("allowed", required: true)]
public List<string> AllowedEffects = default!;
}
/// <summary>
/// Holds information about an active status effect.
/// </summary>
[Serializable, NetSerializable]
public class StatusEffectState
{
/// <summary>
/// The start and end times of the status effect.
/// </summary>
public (TimeSpan, TimeSpan) Cooldown;
/// <summary>
/// The name of the relevant component that
/// was added alongside the effect, if any.
/// </summary>
public string? RelevantComponent;
public StatusEffectState((TimeSpan, TimeSpan) cooldown, string? relevantComponent=null)
{
Cooldown = cooldown;
RelevantComponent = relevantComponent;
}
}
[Serializable, NetSerializable]
public class StatusEffectsComponentState : ComponentState
{
public Dictionary<string, StatusEffectState> ActiveEffects;
public List<string> AllowedEffects;
public StatusEffectsComponentState(Dictionary<string, StatusEffectState> activeEffects, List<string> allowedEffects)
{
ActiveEffects = activeEffects;
AllowedEffects = allowedEffects;
}
}
}