Files
tbd-station-14/Content.Shared/StatusEffect/StatusEffectsComponent.cs
mirrorcult 31d622f941 Metabolism 3.0 (#5157)
* basic system + convert all plantmetabolism

* stragglers

* convert all old metabolisms over

* fix YAML errors + dumb serialization issue

* remove unused thingy

* reimplement

* add organ type condition

* organtype condition but real

* cleanups + test fix

* metabolismtype -> metabolizertype

* solution resilience

* fixes

* serializer + use entityuid + hashset

* this is apparently an entirely different thing

* turns out it just works

* oops
2021-11-08 15:33:45 -07:00

68 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.StatusEffect
{
[RegisterComponent]
[NetworkedComponent]
[Friend(typeof(StatusEffectsSystem))]
public class StatusEffectsComponent : Component
{
public override string Name => "StatusEffects";
[ViewVariables]
public Dictionary<string, StatusEffectState> ActiveEffects = new();
/// <summary>
/// A list of status effect IDs to be allowed
/// </summary>
[DataField("allowed", required: true)]
public List<string> AllowedEffects = default!;
}
/// <summary>
/// Holds information about an active status effect.
/// </summary>
[Serializable, NetSerializable]
public class StatusEffectState
{
/// <summary>
/// The start and end times of the status effect.
/// </summary>
[ViewVariables]
public (TimeSpan, TimeSpan) Cooldown;
/// <summary>
/// The name of the relevant component that
/// was added alongside the effect, if any.
/// </summary>
[ViewVariables]
public string? RelevantComponent;
public StatusEffectState((TimeSpan, TimeSpan) cooldown, string? relevantComponent=null)
{
Cooldown = cooldown;
RelevantComponent = relevantComponent;
}
}
[Serializable, NetSerializable]
public class StatusEffectsComponentState : ComponentState
{
public Dictionary<string, StatusEffectState> ActiveEffects;
public List<string> AllowedEffects;
public StatusEffectsComponentState(Dictionary<string, StatusEffectState> activeEffects, List<string> allowedEffects)
{
ActiveEffects = activeEffects;
AllowedEffects = allowedEffects;
}
}
}