* Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com>
71 lines
2.0 KiB
C#
71 lines
2.0 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedCombatModeComponent : Component
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{
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public sealed override uint? NetID => ContentNetIDs.COMBATMODE;
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public override string Name => "CombatMode";
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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{
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get => _isInCombatMode;
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set
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{
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_isInCombatMode = value;
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Dirty();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual TargetingZone ActiveZone
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{
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get => _activeZone;
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set
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{
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_activeZone = value;
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not CombatModeComponentState state)
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new CombatModeComponentState(IsInCombatMode, ActiveZone);
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}
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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: base(ContentNetIDs.COMBATMODE)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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}
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}
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}
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}
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