232 lines
6.4 KiB
C#
232 lines
6.4 KiB
C#
using Content.Shared.Stealth.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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using Robust.Shared.Utility;
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namespace Content.Shared.StatusIcon;
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/// <summary>
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/// A data structure that holds relevant
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/// information for status icons.
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/// </summary>
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[Virtual, DataDefinition]
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public partial class StatusIconData : IComparable<StatusIconData>
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{
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/// <summary>
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/// The icon that's displayed on the entity.
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/// </summary>
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[DataField(required: true)]
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public SpriteSpecifier Icon = default!;
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/// <summary>
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/// A priority for the order in which the icons will be displayed.
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/// </summary>
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[DataField]
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public int Priority = 10;
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/// <summary>
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/// Whether or not to hide the icon to ghosts
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/// </summary>
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[DataField]
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public bool VisibleToGhosts = true;
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/// <summary>
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/// Whether or not to hide the icon when we are inside a container like a locker or a crate.
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/// </summary>
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[DataField]
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public bool HideInContainer = true;
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/// <summary>
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/// Whether or not to hide the icon when the entity has an active <see cref="StealthComponent"/>
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/// </summary>
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[DataField]
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public bool HideOnStealth = true;
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/// <summary>
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/// Specifies what entities and components/tags this icon can be shown to.
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/// </summary>
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[DataField]
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public EntityWhitelist? ShowTo;
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/// <summary>
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/// A preference for where the icon will be displayed. None | Left | Right
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/// </summary>
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[DataField]
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public StatusIconLocationPreference LocationPreference = StatusIconLocationPreference.None;
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/// <summary>
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/// The layer the icon is displayed on. Mod is drawn above Base. Base | Mod
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/// </summary>
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[DataField]
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public StatusIconLayer Layer = StatusIconLayer.Base;
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/// <summary>
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/// Offset of the status icon, up and down only.
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/// </summary>
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[DataField]
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public int Offset = 0;
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/// <summary>
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/// Sets if the icon should be rendered with or without the effect of lighting.
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/// </summary>
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[DataField]
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public bool IsShaded = false;
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public int CompareTo(StatusIconData? other)
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{
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return Priority.CompareTo(other?.Priority ?? int.MaxValue);
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}
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}
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/// <summary>
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/// <see cref="StatusIconData"/> but in new convenient prototype form!
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/// </summary>
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public abstract partial class StatusIconPrototype : StatusIconData, IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; private set; } = default!;
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}
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/// <summary>
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/// StatusIcons for showing jobs on the sec HUD
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/// </summary>
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[Prototype]
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public sealed partial class JobIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<JobIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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/// <summary>
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/// Name of the icon used for menu tooltips.
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/// </summary>
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[DataField]
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public string JobName { get; private set; } = string.Empty;
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[ViewVariables(VVAccess.ReadOnly)]
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public string LocalizedJobName => Loc.GetString(JobName);
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/// <summary>
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/// Should the agent ID or ID card console be able to use this job icon?
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/// </summary>
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[DataField]
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public bool AllowSelection = true;
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}
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/// <summary>
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/// StatusIcons for the med HUD
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/// </summary>
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[Prototype]
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public sealed partial class HealthIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<HealthIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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/// <summary>
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/// StatusIcons for the beer goggles and fried onion goggles
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/// </summary>
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[Prototype]
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public sealed partial class SatiationIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<SatiationIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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/// <summary>
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/// StatusIcons for showing the wanted status on the sec HUD
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/// </summary>
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[Prototype]
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public sealed partial class SecurityIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<SecurityIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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/// <summary>
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/// StatusIcons for faction membership
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/// </summary>
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[Prototype]
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public sealed partial class FactionIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<FactionIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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/// <summary>
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/// StatusIcons for debugging purposes
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/// </summary>
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[Prototype]
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public sealed partial class DebugIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<DebugIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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/// <summary>
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/// StatusIcons for the SSD indicator
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/// </summary>
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[Prototype]
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public sealed partial class SsdIconPrototype : StatusIconPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<SsdIconPrototype>))]
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public string[]? Parents { get; private set; }
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/// <inheritdoc />
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[NeverPushInheritance]
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[AbstractDataField]
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public bool Abstract { get; private set; }
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}
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[Serializable, NetSerializable]
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public enum StatusIconLocationPreference : byte
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{
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None,
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Left,
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Right,
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}
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public enum StatusIconLayer : byte
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{
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Base,
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Mod,
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}
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