Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/State/MobStateManager.cs
chairbender 5f788c3318 Alerts System and UI (#2529)
* #272 add bordered panel for effects bar

* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups

* #272 WIP defining status effect states as YML and
sending them as encoded integers

* #272 refactor to use new alert system

* #272 refactor to use new alert system

* #272 fix various bugs with new alert system and update
alerts to have color

* #272 WIP

* #272 rename status effects to alerts

* #272 WIP reworking alert internals to avoid code dup
and eliminate enum

* #272 refactor alerts to use
categories and fix various bugs

* #272 more alert bugfixes

* #272 alert ordering

* #272 callback-based approach for alert clicks

* #272 add debug commands for alerts

* #272 utilize new GridContainer capabilities for sizing of alerts tab

* #272 scale alerts height based on
window size

* #272 fix tooltip flicker

* #272 transparent alert panel

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 alert prototype tests

* #272 alert manager tests

* #272 alert order tests

* #272 simple unit test for alerts component

* #272 integration test for alerts

* #272 rework alerts to use enums instead
of id / category

* #272 various cleanups for PR

* #272 use byte for more compact alert messages

* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
2020-11-10 15:22:19 +11:00

72 lines
2.3 KiB
C#

using System.Collections.Generic;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs.State
{
[RegisterComponent]
[ComponentReference(typeof(SharedMobStateManagerComponent))]
public class MobStateManagerComponent : SharedMobStateManagerComponent
{
private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
{
{DamageState.Alive, new NormalState()},
{DamageState.Critical, new CriticalState()},
{DamageState.Dead, new DeadState()}
};
private DamageState _currentDamageState;
protected override IReadOnlyDictionary<DamageState, IMobState> Behavior => _behavior;
public override IMobState CurrentMobState { get; protected set; }
public override DamageState CurrentDamageState
{
get => _currentDamageState;
protected set
{
if (_currentDamageState == value)
{
return;
}
if (_currentDamageState != DamageState.Invalid)
{
CurrentMobState.ExitState(Owner);
}
_currentDamageState = value;
CurrentMobState = Behavior[CurrentDamageState];
CurrentMobState.EnterState(Owner);
Dirty();
}
}
public override void OnRemove()
{
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
base.OnRemove();
if (Owner.TryGetComponent(out ServerAlertsComponent status))
{
status.ClearAlert(AlertType.HumanHealth);
}
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public override ComponentState GetComponentState()
{
return new MobStateManagerComponentState(CurrentDamageState);
}
}
}