Files
tbd-station-14/Content.Shared/StatusEffect/StatusEffectsComponent.cs

78 lines
2.5 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.StatusEffect
{
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(StatusEffectsSystem))]
public sealed partial class StatusEffectsComponent : Component
{
[ViewVariables]
public Dictionary<string, StatusEffectState> ActiveEffects = new();
/// <summary>
/// A list of status effect IDs to be allowed
/// </summary>
[DataField("allowed", required: true), Access(typeof(StatusEffectsSystem), Other = AccessPermissions.ReadExecute)]
public List<string> AllowedEffects = default!;
}
[RegisterComponent]
public sealed partial class ActiveStatusEffectsComponent : Component {}
/// <summary>
/// Holds information about an active status effect.
/// </summary>
[Serializable, NetSerializable]
public sealed class StatusEffectState
{
/// <summary>
/// The start and end times of the status effect.
/// </summary>
[ViewVariables]
public (TimeSpan, TimeSpan) Cooldown;
/// <summary>
/// Specifies whether to refresh or accumulate the cooldown of the status effect.
/// true - refresh time, false - accumulate time.
/// </summary>
[ViewVariables]
public bool CooldownRefresh = true;
/// <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, bool refresh, string? relevantComponent=null)
{
Cooldown = cooldown;
CooldownRefresh = refresh;
RelevantComponent = relevantComponent;
}
public StatusEffectState(StatusEffectState toCopy)
{
Cooldown = (toCopy.Cooldown.Item1, toCopy.Cooldown.Item2);
CooldownRefresh = toCopy.CooldownRefresh;
RelevantComponent = toCopy.RelevantComponent;
}
}
[Serializable, NetSerializable]
public sealed 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;
}
}
}