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