45 lines
1.2 KiB
C#
45 lines
1.2 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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}
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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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[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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Stun,
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}
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}
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