Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/ServerStatusEffectsComponent.cs
Exp b993ebb30a Status Effect Tooltip & Notify on click (#1943)
* -Show tooltip on hover
-Show notify on click

* -Status Effects now get removed instead of going invisible
-Removed empty textures for that

* Revert break in HungerComponent
2020-08-29 13:33:38 +02:00

129 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Buckle;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedStatusEffectsComponent))]
public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
{
private readonly Dictionary<StatusEffect, StatusEffectStatus> _statusEffects = new Dictionary<StatusEffect, StatusEffectStatus>();
public override ComponentState GetComponentState()
{
return new StatusEffectComponentState(_statusEffects);
}
public void ChangeStatusEffectIcon(StatusEffect effect, string icon)
{
if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
{
return;
}
_statusEffects[effect] = new StatusEffectStatus()
{Icon = icon, Cooldown = value.Cooldown};
Dirty();
}
public void ChangeStatusEffectCooldown(StatusEffect effect, ValueTuple<TimeSpan, TimeSpan> cooldown)
{
if (_statusEffects.TryGetValue(effect, out var value)
&& value.Cooldown == cooldown)
{
return;
}
_statusEffects[effect] = new StatusEffectStatus()
{
Icon = value.Icon, Cooldown = cooldown
};
Dirty();
}
public override void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown)
{
_statusEffects[effect] = new StatusEffectStatus()
{Icon = icon, Cooldown = cooldown};
Dirty();
}
public void RemoveStatusEffect(StatusEffect effect)
{
if (!_statusEffects.Remove(effect))
{
return;
}
Dirty();
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession session = null)
{
base.HandleNetworkMessage(message, netChannel, session);
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
switch (message)
{
case ClickStatusMessage msg:
{
var player = session.AttachedEntity;
if (player != Owner)
{
break;
}
// TODO: Implement clicking other status effects in the HUD
switch (msg.Effect)
{
case StatusEffect.Buckled:
if (!player.TryGetComponent(out BuckleComponent buckle))
{
break;
}
buckle.TryUnbuckle(player);
break;
case StatusEffect.Piloting:
if (!player.TryGetComponent(out ShuttleControllerComponent controller))
{
break;
}
controller.RemoveController();
break;
case StatusEffect.Pulling:
if (!player.TryGetComponent(out HandsComponent hands))
{
break;
}
hands.StopPull();
break;
default:
player.PopupMessage(player, msg.Effect.ToString());
break;
}
break;
}
}
}
}
}