Cyborg health alert and damage examining (#20084)
* Option for alt health alert and no overlay * Fancy borg health indicator * Borg damage examine localization * EENENGHHHH ENNNGHHH * Requested code changes * Legal sound * Revert "Legal sound" This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e. I misunderstood what Sloth meant * Annoying buzzer is back
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@@ -1,4 +1,5 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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@@ -9,7 +10,7 @@ namespace Content.Shared.Mobs.Components;
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[Access(typeof(MobThresholdSystem))]
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public sealed partial class MobThresholdsComponent : Component
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{
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[DataField("thresholds", required:true)]
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[DataField("thresholds", required: true)]
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public SortedDictionary<FixedPoint2, MobState> Thresholds = new();
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[DataField("triggersAlerts")]
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@@ -18,6 +19,24 @@ public sealed partial class MobThresholdsComponent : Component
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[DataField("currentThresholdState")]
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public MobState CurrentThresholdState;
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/// <summary>
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/// The health alert that should be displayed for player controlled entities.
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/// Used for alternate health alerts (silicons, for example)
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/// </summary>
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[DataField("stateAlertDict")]
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public Dictionary<MobState, AlertType> StateAlertDict = new()
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{
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{MobState.Alive, AlertType.HumanHealth},
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{MobState.Critical, AlertType.HumanCrit},
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{MobState.Dead, AlertType.HumanDead},
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};
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/// <summary>
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/// Whether or not this entity should display damage overlays (robots don't feel pain, black out etc.)
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/// </summary>
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[DataField("showOverlays")]
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public bool ShowOverlays = true;
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/// <summary>
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/// Whether or not this entity can be revived out of a dead state.
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/// </summary>
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@@ -34,13 +53,25 @@ public sealed class MobThresholdsComponentState : ComponentState
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public MobState CurrentThresholdState;
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public Dictionary<MobState, AlertType> StateAlertDict = new()
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{
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{MobState.Alive, AlertType.HumanHealth},
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{MobState.Critical, AlertType.HumanCrit},
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{MobState.Dead, AlertType.HumanDead},
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};
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public bool ShowOverlays;
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public bool AllowRevives;
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public MobThresholdsComponentState(Dictionary<FixedPoint2, MobState> unsortedThresholds, bool triggersAlerts, MobState currentThresholdState, bool allowRevives)
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public MobThresholdsComponentState(Dictionary<FixedPoint2, MobState> unsortedThresholds, bool triggersAlerts, MobState currentThresholdState,
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Dictionary<MobState, AlertType> stateAlertDict, bool showOverlays, bool allowRevives)
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{
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UnsortedThresholds = unsortedThresholds;
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TriggersAlerts = triggersAlerts;
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CurrentThresholdState = currentThresholdState;
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StateAlertDict = stateAlertDict;
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ShowOverlays = showOverlays;
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AllowRevives = allowRevives;
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}
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}
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