Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/StunnableComponent.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

118 lines
3.2 KiB
C#

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