82 lines
2.5 KiB
C#
82 lines
2.5 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mobs.Components;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(MobThresholdSystem))]
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public sealed partial class MobThresholdsComponent : Component
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{
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[DataField("thresholds", required: true)]
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public SortedDictionary<FixedPoint2, MobState> Thresholds = new();
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[DataField("triggersAlerts")]
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public bool TriggersAlerts = true;
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[DataField("currentThresholdState")]
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public MobState CurrentThresholdState;
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/// <summary>
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/// The health alert that should be displayed for player controlled entities.
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/// Used for alternate health alerts (silicons, for example)
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/// </summary>
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[DataField("stateAlertDict")]
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public Dictionary<MobState, ProtoId<AlertPrototype>> StateAlertDict = new()
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{
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{MobState.Alive, "HumanHealth"},
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{MobState.Critical, "HumanCrit"},
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{MobState.Dead, "HumanDead"},
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};
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[DataField]
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public ProtoId<AlertCategoryPrototype> HealthAlertCategory = "Health";
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/// <summary>
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/// Whether or not this entity should display damage overlays (robots don't feel pain, black out etc.)
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/// </summary>
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[DataField("showOverlays")]
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public bool ShowOverlays = true;
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/// <summary>
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/// Whether or not this entity can be revived out of a dead state.
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/// </summary>
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[DataField("allowRevives")]
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public bool AllowRevives;
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}
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[Serializable, NetSerializable]
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public sealed class MobThresholdsComponentState : ComponentState
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{
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public Dictionary<FixedPoint2, MobState> UnsortedThresholds;
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public bool TriggersAlerts;
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public MobState CurrentThresholdState;
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public Dictionary<MobState, ProtoId<AlertPrototype>> StateAlertDict;
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public bool ShowOverlays;
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public bool AllowRevives;
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public MobThresholdsComponentState(Dictionary<FixedPoint2, MobState> unsortedThresholds,
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bool triggersAlerts,
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MobState currentThresholdState,
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Dictionary<MobState,
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ProtoId<AlertPrototype>> stateAlertDict,
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bool showOverlays,
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bool allowRevives)
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{
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UnsortedThresholds = unsortedThresholds;
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TriggersAlerts = triggersAlerts;
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CurrentThresholdState = currentThresholdState;
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StateAlertDict = stateAlertDict;
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ShowOverlays = showOverlays;
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AllowRevives = allowRevives;
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}
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}
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