Files
tbd-station-14/Content.Shared/DoAfter/SharedDoAfterComponent.cs

81 lines
2.3 KiB
C#

using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.DoAfter
{
[NetworkedComponent()]
public abstract class SharedDoAfterComponent : Component
{
}
[Serializable, NetSerializable]
public sealed class DoAfterComponentState : ComponentState
{
public List<ClientDoAfter> DoAfters { get; }
public DoAfterComponentState(List<ClientDoAfter> doAfters)
{
DoAfters = doAfters;
}
}
[Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : EntityEventArgs
{
public EntityUid Uid;
public byte ID { get; }
public CancelledDoAfterMessage(EntityUid uid, byte id)
{
Uid = uid;
ID = id;
}
}
/// <summary>
/// We send a trimmed-down version of the DoAfter for the client for it to use.
/// </summary>
[Serializable, NetSerializable]
public sealed class ClientDoAfter
{
// To see what these do look at DoAfter and DoAfterEventArgs
public byte ID { get; }
public TimeSpan StartTime { get; }
public EntityCoordinates UserGrid { get; }
public EntityCoordinates TargetGrid { get; }
public EntityUid? Target { get; }
public float Delay { get; }
// TODO: The other ones need predicting
public bool BreakOnUserMove { get; }
public bool BreakOnTargetMove { get; }
public float MovementThreshold { get; }
public FixedPoint2 DamageThreshold { get; }
public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime,
float delay, bool breakOnUserMove, bool breakOnTargetMove, float movementThreshold, FixedPoint2 damageThreshold, EntityUid? target = null)
{
ID = id;
UserGrid = userGrid;
TargetGrid = targetGrid;
StartTime = startTime;
Delay = delay;
BreakOnUserMove = breakOnUserMove;
BreakOnTargetMove = breakOnTargetMove;
MovementThreshold = movementThreshold;
DamageThreshold = damageThreshold;
Target = target;
}
}
}