Cooldown for status effects (#1109)

This commit is contained in:
Víctor Aguilera Puerto
2020-06-12 16:22:36 +02:00
committed by GitHub
parent 1587efbe29
commit cb5acf7cd3
9 changed files with 163 additions and 59 deletions

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
@@ -8,25 +9,48 @@ namespace Content.Server.GameObjects.Components.Mobs
[ComponentReference(typeof(SharedStatusEffectsComponent))]
public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
{
private readonly Dictionary<StatusEffect, string> _statusEffects = new Dictionary<StatusEffect, string>();
private readonly Dictionary<StatusEffect, StatusEffectStatus> _statusEffects = new Dictionary<StatusEffect, StatusEffectStatus>();
public override ComponentState GetComponentState()
{
return new StatusEffectComponentState(_statusEffects);
}
public void ChangeStatus(StatusEffect effect, string icon)
public void ChangeStatusEffectIcon(StatusEffect effect, string icon)
{
if (_statusEffects.TryGetValue(effect, out string value) && value == icon)
if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
{
return;
}
_statusEffects[effect] = icon;
_statusEffects[effect] = new StatusEffectStatus()
{Icon = icon, Cooldown = value.Cooldown};
Dirty();
}
public void RemoveStatus(StatusEffect effect)
public void ChangeStatusEffectCooldown(StatusEffect effect, ValueTuple<TimeSpan, TimeSpan> cooldown)
{
if (_statusEffects.TryGetValue(effect, out var value)
&& value.Cooldown == cooldown)
{
return;
}
_statusEffects[effect] = new StatusEffectStatus()
{
Icon = value.Icon, Cooldown = cooldown
};
Dirty();
}
public void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown)
{
_statusEffects[effect] = new StatusEffectStatus()
{Icon = icon, Cooldown = cooldown};
Dirty();
}
public void RemoveStatusEffect(StatusEffect effect)
{
if (!_statusEffects.Remove(effect))
{