* #272 add bordered panel for effects bar * #272 avoid mouse overlapping tooltip when near edges, change tooltip colors to match mockups * #272 WIP defining status effect states as YML and sending them as encoded integers * #272 refactor to use new alert system * #272 refactor to use new alert system * #272 fix various bugs with new alert system and update alerts to have color * #272 WIP * #272 rename status effects to alerts * #272 WIP reworking alert internals to avoid code dup and eliminate enum * #272 refactor alerts to use categories and fix various bugs * #272 more alert bugfixes * #272 alert ordering * #272 callback-based approach for alert clicks * #272 add debug commands for alerts * #272 utilize new GridContainer capabilities for sizing of alerts tab * #272 scale alerts height based on window size * #272 fix tooltip flicker * #272 transparent alert panel * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 alert prototype tests * #272 alert manager tests * #272 alert order tests * #272 simple unit test for alerts component * #272 integration test for alerts * #272 rework alerts to use enums instead of id / category * #272 various cleanups for PR * #272 use byte for more compact alert messages * #272 rename StatusEffects folder to Alerts, add missing NetSerializable
74 lines
2.3 KiB
C#
74 lines
2.3 KiB
C#
using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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public class NormalState : SharedNormalState
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{
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public override void EnterState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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UpdateState(entity);
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}
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public override void ExitState(IEntity entity) { }
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public override void UpdateState(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerAlertsComponent status))
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{
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return;
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}
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if (!entity.TryGetComponent(out IDamageableComponent damageable))
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{
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status.ShowAlert(AlertType.HumanHealth, 0);
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return;
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}
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// TODO
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switch (damageable)
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{
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case RuinableComponent ruinable:
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{
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if (!ruinable.Thresholds.TryGetValue(DamageState.Dead, out var threshold))
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{
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return;
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}
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var modifier = (short) (ruinable.TotalDamage / (threshold / 7f));
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status.ShowAlert(AlertType.HumanHealth, modifier);
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break;
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}
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default:
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{
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if (!damageable.Thresholds.TryGetValue(DamageState.Critical, out var threshold))
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{
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return;
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}
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var modifier = (short) (damageable.TotalDamage / (threshold / 7f));
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status.ShowAlert(AlertType.HumanHealth, modifier);
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break;
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}
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}
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}
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}
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}
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