using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
///
/// Handles the icons on the right side of the screen.
/// Should only be used for player-controlled entities
///
public abstract class SharedStatusEffectsComponent : Component
{
public override string Name => "StatusEffectsUI";
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
public abstract IReadOnlyDictionary Statuses { get; }
public abstract void ChangeStatusEffectIcon(StatusEffect effect, string icon);
public abstract void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple? cooldown);
public abstract void RemoveStatusEffect(StatusEffect effect);
}
[Serializable, NetSerializable]
public class StatusEffectComponentState : ComponentState
{
public Dictionary StatusEffects;
public StatusEffectComponentState(Dictionary statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
{
StatusEffects = statusEffects;
}
}
///
/// A message that calls the click interaction on a status effect
///
[Serializable, NetSerializable]
public class ClickStatusMessage : ComponentMessage
{
public readonly StatusEffect Effect;
public ClickStatusMessage(StatusEffect effect)
{
Directed = true;
Effect = effect;
}
}
[Serializable, NetSerializable]
public struct StatusEffectStatus
{
public string Icon;
public ValueTuple? Cooldown;
}
// Each status effect is assumed to be unique
public enum StatusEffect
{
Health,
Hunger,
Thirst,
Pressure,
Fire,
Temperature,
Stun,
Cuffed,
Buckled,
Piloting,
Pulling,
Pulled,
Weightless
}
}