153 lines
5.0 KiB
C#
153 lines
5.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStatusEffectsComponent))]
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public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
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{
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[ViewVariables]
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private readonly Dictionary<StatusEffect, StatusEffectStatus> _statusEffects = new Dictionary<StatusEffect, StatusEffectStatus>();
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public override IReadOnlyDictionary<StatusEffect, StatusEffectStatus> Statuses => _statusEffects;
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protected override void Startup()
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{
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base.Startup();
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EntitySystem.Get<WeightlessSystem>().AddStatus(this);
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}
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public override void OnRemove()
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{
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EntitySystem.Get<WeightlessSystem>().RemoveStatus(this);
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base.OnRemove();
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}
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public override ComponentState GetComponentState()
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{
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return new StatusEffectComponentState(_statusEffects);
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}
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public override void ChangeStatusEffectIcon(StatusEffect effect, string icon)
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{
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if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
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{
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return;
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}
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = value.Cooldown};
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Dirty();
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}
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public void ChangeStatusEffectCooldown(StatusEffect effect, ValueTuple<TimeSpan, TimeSpan> cooldown)
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{
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if (_statusEffects.TryGetValue(effect, out var value)
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&& value.Cooldown == cooldown)
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{
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return;
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}
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_statusEffects[effect] = new StatusEffectStatus()
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{
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Icon = value.Icon, Cooldown = cooldown
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};
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Dirty();
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}
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public override void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown)
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{
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = cooldown};
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Dirty();
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}
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public override void RemoveStatusEffect(StatusEffect effect)
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{
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if (!_statusEffects.Remove(effect))
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{
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return;
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}
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Dirty();
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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switch (message)
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{
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case ClickStatusMessage msg:
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{
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var player = session.AttachedEntity;
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if (player != Owner)
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{
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break;
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}
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// TODO: Implement clicking other status effects in the HUD
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switch (msg.Effect)
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{
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case StatusEffect.Buckled:
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if (!player.TryGetComponent(out BuckleComponent buckle))
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break;
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buckle.TryUnbuckle(player);
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break;
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case StatusEffect.Piloting:
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if (!player.TryGetComponent(out ShuttleControllerComponent controller))
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break;
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controller.RemoveController();
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break;
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case StatusEffect.Pulling:
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EntitySystem
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.Get<SharedPullingSystem>()
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.GetPulled(player)?
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.GetComponentOrNull<SharedPullableComponent>()?
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.TryStopPull();
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break;
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case StatusEffect.Fire:
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if (!player.TryGetComponent(out FlammableComponent flammable))
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break;
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flammable.Resist();
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break;
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default:
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player.PopupMessage(msg.Effect.ToString());
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break;
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}
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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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