* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Handles the icons on the right side of the screen.
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/// Should only be used for player-controlled entities
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/// </summary>
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public abstract class SharedStatusEffectsComponent : Component
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{
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public override string Name => "StatusEffectsUI";
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public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
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public abstract void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown);
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}
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[Serializable, NetSerializable]
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, StatusEffectStatus> StatusEffects;
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public StatusEffectComponentState(Dictionary<StatusEffect, StatusEffectStatus> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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{
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StatusEffects = statusEffects;
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}
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}
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/// <summary>
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/// A message that calls the click interaction on a status effect
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/// </summary>
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[Serializable, NetSerializable]
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public class ClickStatusMessage : ComponentMessage
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{
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public readonly StatusEffect Effect;
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public ClickStatusMessage(StatusEffect effect)
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{
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Directed = true;
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Effect = effect;
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}
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}
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[Serializable, NetSerializable]
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public struct StatusEffectStatus
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{
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public string Icon;
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public ValueTuple<TimeSpan, TimeSpan>? Cooldown;
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}
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// Each status effect is assumed to be unique
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public enum StatusEffect
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{
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Health,
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Hunger,
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Thirst,
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Pressure,
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Stun,
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Cuffed,
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Buckled,
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Piloting,
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Pulling,
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Pulled
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}
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}
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