* Option for alt health alert and no overlay * Fancy borg health indicator * Borg damage examine localization * EENENGHHHH ENNNGHHH * Requested code changes * Legal sound * Revert "Legal sound" This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e. I misunderstood what Sloth meant * Annoying buzzer is back
78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
using Content.Shared.Alert;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Mobs.Components;
|
|
|
|
[RegisterComponent, NetworkedComponent]
|
|
[Access(typeof(MobThresholdSystem))]
|
|
public sealed partial class MobThresholdsComponent : Component
|
|
{
|
|
[DataField("thresholds", required: true)]
|
|
public SortedDictionary<FixedPoint2, MobState> Thresholds = new();
|
|
|
|
[DataField("triggersAlerts")]
|
|
public bool TriggersAlerts = true;
|
|
|
|
[DataField("currentThresholdState")]
|
|
public MobState CurrentThresholdState;
|
|
|
|
/// <summary>
|
|
/// The health alert that should be displayed for player controlled entities.
|
|
/// Used for alternate health alerts (silicons, for example)
|
|
/// </summary>
|
|
[DataField("stateAlertDict")]
|
|
public Dictionary<MobState, AlertType> StateAlertDict = new()
|
|
{
|
|
{MobState.Alive, AlertType.HumanHealth},
|
|
{MobState.Critical, AlertType.HumanCrit},
|
|
{MobState.Dead, AlertType.HumanDead},
|
|
};
|
|
|
|
/// <summary>
|
|
/// Whether or not this entity should display damage overlays (robots don't feel pain, black out etc.)
|
|
/// </summary>
|
|
[DataField("showOverlays")]
|
|
public bool ShowOverlays = true;
|
|
|
|
/// <summary>
|
|
/// Whether or not this entity can be revived out of a dead state.
|
|
/// </summary>
|
|
[DataField("allowRevives")]
|
|
public bool AllowRevives;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class MobThresholdsComponentState : ComponentState
|
|
{
|
|
public Dictionary<FixedPoint2, MobState> UnsortedThresholds;
|
|
|
|
public bool TriggersAlerts;
|
|
|
|
public MobState CurrentThresholdState;
|
|
|
|
public Dictionary<MobState, AlertType> StateAlertDict = new()
|
|
{
|
|
{MobState.Alive, AlertType.HumanHealth},
|
|
{MobState.Critical, AlertType.HumanCrit},
|
|
{MobState.Dead, AlertType.HumanDead},
|
|
};
|
|
|
|
public bool ShowOverlays;
|
|
|
|
public bool AllowRevives;
|
|
|
|
public MobThresholdsComponentState(Dictionary<FixedPoint2, MobState> unsortedThresholds, bool triggersAlerts, MobState currentThresholdState,
|
|
Dictionary<MobState, AlertType> stateAlertDict, bool showOverlays, bool allowRevives)
|
|
{
|
|
UnsortedThresholds = unsortedThresholds;
|
|
TriggersAlerts = triggersAlerts;
|
|
CurrentThresholdState = currentThresholdState;
|
|
StateAlertDict = stateAlertDict;
|
|
ShowOverlays = showOverlays;
|
|
AllowRevives = allowRevives;
|
|
}
|
|
}
|