Flatpacks and the Flatpacker 1001 (#23338)

* Flatpacker and flatpacks

* ok that's good enough

* convert solars/AME to flatpacks

* mats, mats, we are the mats

* basic mechanics are DONE

* thing

* final UI

* sloth

* rped jumpscare

* rename
This commit is contained in:
Nemanja
2024-01-03 01:16:02 -05:00
committed by GitHub
parent 04fc06e9d4
commit 1c11332fa4
40 changed files with 1066 additions and 101 deletions

View File

@@ -0,0 +1,51 @@
using Content.Shared.Tools;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Construction.Components;
/// <summary>
/// This is used for an object that can instantly create a machine upon having a tool applied to it.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFlatpackSystem))]
public sealed partial class FlatpackComponent : Component
{
/// <summary>
/// The tool quality that, upon used to interact with this object, will create the <see cref="Entity"/>
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public ProtoId<ToolQualityPrototype> QualityNeeded = "Pulsing";
/// <summary>
/// The entity that is spawned when this object is unpacked.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntProtoId? Entity;
/// <summary>
/// Sound effect played upon the object being unpacked.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public SoundSpecifier UnpackSound = new SoundPathSpecifier("/Audio/Effects/unwrap.ogg");
/// <summary>
/// A dictionary relating a machine board sprite state to a color used for the overlay.
/// Kinda shitty but it gets the job done.
/// </summary>
[DataField]
public Dictionary<string, Color> BoardColors = new();
}
[Serializable, NetSerializable]
public enum FlatpackVisuals : byte
{
Machine
}
public enum FlatpackVisualLayers : byte
{
Overlay
}