refactor: rework the new status effect system to use containers (#38915)
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@@ -0,0 +1,26 @@
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using Content.Shared.Alert;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.StatusEffectNew.Components;
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/// <summary>
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/// Used in conjunction with <see cref="StatusEffectComponent"/> to display an alert when the status effect is present.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[EntityCategory("StatusEffects")]
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public sealed partial class StatusEffectAlertComponent : Component
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{
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/// <summary>
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/// Status effect indication for the player.
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> Alert;
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/// <summary>
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/// If the status effect has a set end time and this is true, a duration
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/// indicator will be displayed with the alert.
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/// </summary>
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[DataField]
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public bool ShowDuration = true;
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}
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@@ -11,7 +11,7 @@ namespace Content.Shared.StatusEffectNew.Components;
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/// Provides a link between the effect and the affected entity, and some data common to all status effects.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedStatusEffectsSystem))]
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[Access(typeof(StatusEffectsSystem))]
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[EntityCategory("StatusEffects")]
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public sealed partial class StatusEffectComponent : Component
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{
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@@ -21,12 +21,6 @@ public sealed partial class StatusEffectComponent : Component
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[DataField, AutoNetworkedField]
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public EntityUid? AppliedTo;
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/// <summary>
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/// Status effect indication for the player. If Null, no Alert will be displayed.
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype>? Alert;
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/// <summary>
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/// When this effect will end. If Null, the effect lasts indefinitely.
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/// </summary>
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@@ -1,5 +1,5 @@
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.StatusEffectNew.Components;
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@@ -9,15 +9,14 @@ namespace Content.Shared.StatusEffectNew.Components;
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/// Can be used for tracking currently applied status effects.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedStatusEffectsSystem))]
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[Access(typeof(StatusEffectsSystem))]
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public sealed partial class StatusEffectContainerComponent : Component
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{
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[DataField]
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public HashSet<EntityUid> ActiveStatusEffects = new();
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}
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public const string ContainerId = "status-effects";
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[Serializable, NetSerializable]
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public sealed class StatusEffectContainerComponentState(HashSet<NetEntity> activeStatusEffects) : ComponentState
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{
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public readonly HashSet<NetEntity> ActiveStatusEffects = activeStatusEffects;
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/// <summary>
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/// The actual container holding references to the active status effects
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/// </summary>
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[ViewVariables]
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public Container? ActiveStatusEffects;
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}
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