* #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
118 lines
3.2 KiB
C#
118 lines
3.2 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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using NFluidsynth;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Timers;
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using Logger = Robust.Shared.Log.Logger;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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protected override void OnKnockdown()
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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public void CancelAll()
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{
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KnockdownTimer = 0f;
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StunnedTimer = 0f;
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Dirty();
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}
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public void ResetStuns()
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{
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StunnedTimer = 0f;
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SlowdownTimer = 0f;
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if (KnockedDown)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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KnockdownTimer = 0f;
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}
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public void Update(float delta)
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{
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if (Stunned)
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{
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StunnedTimer -= delta;
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if (StunnedTimer <= 0)
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{
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StunnedTimer = 0f;
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Dirty();
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}
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}
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if (KnockedDown)
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{
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KnockdownTimer -= delta;
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if (KnockdownTimer <= 0f)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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KnockdownTimer = 0f;
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Dirty();
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}
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}
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if (SlowedDown)
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{
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SlowdownTimer -= delta;
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if (SlowdownTimer <= 0f)
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{
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SlowdownTimer = 0f;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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Dirty();
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}
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}
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if (!StunStart.HasValue || !StunEnd.HasValue ||
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!Owner.TryGetComponent(out ServerAlertsComponent status))
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{
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return;
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}
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var start = StunStart.Value;
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var end = StunEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds;
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if (progress >= length)
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{
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Owner.SpawnTimer(250, () => status.ClearAlert(AlertType.Stun), StatusRemoveCancellation.Token);
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LastStun = null;
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}
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}
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public override ComponentState GetComponentState()
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{
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return new StunnableComponentState(StunnedTimer, KnockdownTimer, SlowdownTimer, WalkModifierOverride,
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RunModifierOverride);
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}
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}
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}
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