Files
tbd-station-14/Content.Shared/Mobs/Components/MobThresholdsComponent.cs
2024-05-23 22:43:04 -04:00

82 lines
2.5 KiB
C#

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