Files
wwdpublic/Content.Shared/StatusIcon/StatusIconPrototype.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

227 lines
6.1 KiB
C#

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