VV support.
This commit is contained in:
@@ -2,6 +2,7 @@ using Content.Shared.Construction;
|
|||||||
using SS14.Shared.GameObjects;
|
using SS14.Shared.GameObjects;
|
||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.Interfaces.Network;
|
using SS14.Shared.Interfaces.Network;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Client.GameObjects.Components.Construction
|
namespace Content.Client.GameObjects.Components.Construction
|
||||||
{
|
{
|
||||||
@@ -9,11 +10,12 @@ namespace Content.Client.GameObjects.Components.Construction
|
|||||||
{
|
{
|
||||||
public override string Name => "ConstructionGhost";
|
public override string Name => "ConstructionGhost";
|
||||||
|
|
||||||
public ConstructionPrototype Prototype { get; set; }
|
[ViewVariables] public ConstructionPrototype Prototype { get; set; }
|
||||||
public ConstructorComponent Master { get; set; }
|
[ViewVariables] public ConstructorComponent Master { get; set; }
|
||||||
public int GhostID { get; set; }
|
[ViewVariables] public int GhostID { get; set; }
|
||||||
|
|
||||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
|
||||||
|
IComponent component = null)
|
||||||
{
|
{
|
||||||
base.HandleMessage(message, netChannel, component);
|
base.HandleMessage(message, netChannel, component);
|
||||||
|
|
||||||
|
|||||||
@@ -6,12 +6,14 @@ using SS14.Shared.GameObjects;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Client.GameObjects
|
namespace Content.Client.GameObjects
|
||||||
{
|
{
|
||||||
public class HandsComponent : SharedHandsComponent, IHandsComponent
|
public class HandsComponent : SharedHandsComponent, IHandsComponent
|
||||||
{
|
{
|
||||||
private readonly Dictionary<string, IEntity> hands = new Dictionary<string, IEntity>();
|
private readonly Dictionary<string, IEntity> hands = new Dictionary<string, IEntity>();
|
||||||
|
[ViewVariables]
|
||||||
public string ActiveIndex { get; private set; }
|
public string ActiveIndex { get; private set; }
|
||||||
|
|
||||||
public IEntity GetEntity(string index)
|
public IEntity GetEntity(string index)
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ using SS14.Shared.GameObjects;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.Interfaces.GameObjects.Components;
|
using SS14.Shared.Interfaces.GameObjects.Components;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using static Content.Shared.Construction.ConstructionStepMaterial;
|
using static Content.Shared.Construction.ConstructionStepMaterial;
|
||||||
using static Content.Shared.Construction.ConstructionStepTool;
|
using static Content.Shared.Construction.ConstructionStepTool;
|
||||||
|
|
||||||
@@ -20,7 +21,9 @@ namespace Content.Server.GameObjects.Components.Construction
|
|||||||
{
|
{
|
||||||
public override string Name => "Construction";
|
public override string Name => "Construction";
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public ConstructionPrototype Prototype { get; private set; }
|
public ConstructionPrototype Prototype { get; private set; }
|
||||||
|
[ViewVariables]
|
||||||
public int Stage { get; private set; }
|
public int Stage { get; private set; }
|
||||||
|
|
||||||
SpriteComponent Sprite;
|
SpriteComponent Sprite;
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ using YamlDotNet.RepresentationModel;
|
|||||||
using Content.Server.Interfaces;
|
using Content.Server.Interfaces;
|
||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -29,6 +30,7 @@ namespace Content.Server.GameObjects
|
|||||||
/// The resistance set of this object.
|
/// The resistance set of this object.
|
||||||
/// Affects receiving damage of various types.
|
/// Affects receiving damage of various types.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public ResistanceSet Resistances { get; private set; }
|
public ResistanceSet Resistances { get; private set; }
|
||||||
|
|
||||||
Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
|
Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ using YamlDotNet.RepresentationModel;
|
|||||||
using Content.Server.Interfaces;
|
using Content.Server.Interfaces;
|
||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -25,6 +26,7 @@ namespace Content.Server.GameObjects
|
|||||||
/// Damage threshold calculated from the values
|
/// Damage threshold calculated from the values
|
||||||
/// given in the prototype declaration.
|
/// given in the prototype declaration.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public DamageThreshold Threshold { get; private set; }
|
public DamageThreshold Threshold { get; private set; }
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -11,12 +11,14 @@ using SS14.Shared.IoC;
|
|||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
using SS14.Shared.Interfaces.Network;
|
using SS14.Shared.Interfaces.Network;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
public class ServerDoorComponent : Component, IAttackHand
|
public class ServerDoorComponent : Component, IAttackHand
|
||||||
{
|
{
|
||||||
public override string Name => "Door";
|
public override string Name => "Door";
|
||||||
|
[ViewVariables]
|
||||||
public bool Opened { get; private set; }
|
public bool Opened { get; private set; }
|
||||||
|
|
||||||
private float OpenTimeCounter;
|
private float OpenTimeCounter;
|
||||||
|
|||||||
@@ -15,6 +15,7 @@ using SS14.Shared.Interfaces.Network;
|
|||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using SS14.Shared.Map;
|
using SS14.Shared.Map;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -22,6 +23,7 @@ namespace Content.Server.GameObjects
|
|||||||
{
|
{
|
||||||
private string activeIndex;
|
private string activeIndex;
|
||||||
|
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public string ActiveIndex
|
public string ActiveIndex
|
||||||
{
|
{
|
||||||
get => activeIndex;
|
get => activeIndex;
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Interactable
|
namespace Content.Server.GameObjects.Components.Interactable
|
||||||
{
|
{
|
||||||
@@ -25,6 +26,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Status of light, whether or not it is emitting light.
|
/// Status of light, whether or not it is emitting light.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool Activated { get; private set; } = false;
|
public bool Activated { get; private set; } = false;
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using SS14.Shared.GameObjects;
|
using SS14.Shared.GameObjects;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
using SS14.Shared.Utility;
|
using SS14.Shared.Utility;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Interactable.Tools
|
namespace Content.Server.GameObjects.Components.Interactable.Tools
|
||||||
@@ -10,6 +11,7 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
|
/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float SpeedModifier
|
public float SpeedModifier
|
||||||
{
|
{
|
||||||
get => _speedModifier;
|
get => _speedModifier;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using YamlDotNet.RepresentationModel;
|
|||||||
using SS14.Server.GameObjects;
|
using SS14.Server.GameObjects;
|
||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Interactable.Tools
|
namespace Content.Server.GameObjects.Components.Interactable.Tools
|
||||||
{
|
{
|
||||||
@@ -20,6 +21,7 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Maximum fuel capacity the welder can hold
|
/// Maximum fuel capacity the welder can hold
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float FuelCapacity
|
public float FuelCapacity
|
||||||
{
|
{
|
||||||
get => _fuelCapacity;
|
get => _fuelCapacity;
|
||||||
@@ -30,6 +32,7 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Fuel the welder has to do tasks
|
/// Fuel the welder has to do tasks
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float Fuel
|
public float Fuel
|
||||||
{
|
{
|
||||||
get => _fuel;
|
get => _fuel;
|
||||||
@@ -50,6 +53,7 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Status of welder, whether it is ignited
|
/// Status of welder, whether it is ignited
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool Activated { get; private set; } = false;
|
public bool Activated { get; private set; } = false;
|
||||||
|
|
||||||
//private string OnSprite { get; set; }
|
//private string OnSprite { get; set; }
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ using SS14.Shared.GameObjects;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.Interfaces.Network;
|
using SS14.Shared.Interfaces.Network;
|
||||||
using SS14.Shared.Log;
|
using SS14.Shared.Log;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Mobs
|
namespace Content.Server.GameObjects.Components.Mobs
|
||||||
{
|
{
|
||||||
@@ -23,11 +24,13 @@ namespace Content.Server.GameObjects.Components.Mobs
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The mind controlling this mob. Can be null.
|
/// The mind controlling this mob. Can be null.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public Mind Mind { get; private set; }
|
public Mind Mind { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// True if we have a mind, false otherwise.
|
/// True if we have a mind, false otherwise.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool HasMind => Mind != null;
|
public bool HasMind => Mind != null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ using SS14.Shared.Utility;
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
@@ -23,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The method of draw we will try to use to place our load set via component parameter, defaults to using power providers
|
/// The method of draw we will try to use to place our load set via component parameter, defaults to using power providers
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public virtual DrawTypes DrawType
|
public virtual DrawTypes DrawType
|
||||||
{
|
{
|
||||||
get => _drawType;
|
get => _drawType;
|
||||||
@@ -33,14 +35,17 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The power draw method we are currently connected to and using
|
/// The power draw method we are currently connected to and using
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public DrawTypes Connected { get; protected set; } = DrawTypes.None;
|
public DrawTypes Connected { get; protected set; } = DrawTypes.None;
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public bool Powered { get; private set; } = false;
|
public bool Powered { get; private set; } = false;
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Is an external power source currently available?
|
/// Is an external power source currently available?
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool ExternalPowered
|
public bool ExternalPowered
|
||||||
{
|
{
|
||||||
get => _externalPowered;
|
get => _externalPowered;
|
||||||
@@ -55,6 +60,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Is an internal power source currently available?
|
/// Is an internal power source currently available?
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool InternalPowered
|
public bool InternalPowered
|
||||||
{
|
{
|
||||||
get => _internalPowered;
|
get => _internalPowered;
|
||||||
@@ -69,6 +75,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Priority for powernet draw, lower will draw first, defined in powernet.cs
|
/// Priority for powernet draw, lower will draw first, defined in powernet.cs
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public virtual Powernet.Priority Priority
|
public virtual Powernet.Priority Priority
|
||||||
{
|
{
|
||||||
get => _priority;
|
get => _priority;
|
||||||
@@ -81,6 +88,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Power load from this entity.
|
/// Power load from this entity.
|
||||||
/// In Watts.
|
/// In Watts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Load
|
public float Load
|
||||||
{
|
{
|
||||||
get => _load;
|
get => _load;
|
||||||
@@ -98,6 +106,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// A power provider that will handle our load, if we are linked to any
|
/// A power provider that will handle our load, if we are linked to any
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public PowerProviderComponent Provider
|
public PowerProviderComponent Provider
|
||||||
{
|
{
|
||||||
get => _provider;
|
get => _provider;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using SS14.Shared.Log;
|
|||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
using SS14.Shared.Utility;
|
using SS14.Shared.Utility;
|
||||||
using System;
|
using System;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
@@ -20,6 +21,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Power supply from this entity
|
/// Power supply from this entity
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private float _supply = 1000; //arbitrary initial magic number to start
|
private float _supply = 1000; //arbitrary initial magic number to start
|
||||||
|
[ViewVariables]
|
||||||
public float Supply
|
public float Supply
|
||||||
{
|
{
|
||||||
get => _supply;
|
get => _supply;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using SS14.Shared.Interfaces.GameObjects.Components;
|
|||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using System;
|
using System;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
{
|
{
|
||||||
@@ -18,7 +19,8 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The powernet this node is connected to
|
/// The powernet this node is connected to
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Powernet Parent;
|
[ViewVariables]
|
||||||
|
public Powernet Parent { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// An event handling when this node connects to a powernet
|
/// An event handling when this node connects to a powernet
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ using SS14.Shared.Utility;
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
@@ -26,6 +27,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Variable that determines the range that the power provider will try to supply power to
|
/// Variable that determines the range that the power provider will try to supply power to
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public int PowerRange
|
public int PowerRange
|
||||||
{
|
{
|
||||||
get => _range;
|
get => _range;
|
||||||
@@ -51,6 +53,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
|
|
||||||
private bool _mainBreaker = true;
|
private bool _mainBreaker = true;
|
||||||
|
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public bool MainBreaker
|
public bool MainBreaker
|
||||||
{
|
{
|
||||||
get => _mainBreaker;
|
get => _mainBreaker;
|
||||||
@@ -76,6 +79,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
|
|
||||||
private float _theoreticalLoad = 0f;
|
private float _theoreticalLoad = 0f;
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public float TheoreticalLoad
|
public float TheoreticalLoad
|
||||||
{
|
{
|
||||||
get => _theoreticalLoad;
|
get => _theoreticalLoad;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using SS14.Shared.IoC;
|
|||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
using SS14.Shared.Utility;
|
using SS14.Shared.Utility;
|
||||||
using System;
|
using System;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
@@ -23,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Maximum amount of energy the internal battery can store.
|
/// Maximum amount of energy the internal battery can store.
|
||||||
/// In Joules.
|
/// In Joules.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Capacity => _capacity;
|
public float Capacity => _capacity;
|
||||||
private float _capacity = 10000; // Arbitrary value, replace.
|
private float _capacity = 10000; // Arbitrary value, replace.
|
||||||
|
|
||||||
@@ -30,6 +32,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Energy the battery is currently storing.
|
/// Energy the battery is currently storing.
|
||||||
/// In Joules.
|
/// In Joules.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Charge => _charge;
|
public float Charge => _charge;
|
||||||
private float _charge = 0;
|
private float _charge = 0;
|
||||||
|
|
||||||
@@ -37,6 +40,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Rate at which energy will be taken to charge internal battery.
|
/// Rate at which energy will be taken to charge internal battery.
|
||||||
/// In Watts.
|
/// In Watts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float ChargeRate => _chargeRate;
|
public float ChargeRate => _chargeRate;
|
||||||
private float _chargeRate = 1000;
|
private float _chargeRate = 1000;
|
||||||
|
|
||||||
@@ -44,9 +48,11 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// Rate at which energy will be distributed to the powernet if needed.
|
/// Rate at which energy will be distributed to the powernet if needed.
|
||||||
/// In Watts.
|
/// In Watts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float DistributionRate => _distributionRate;
|
public float DistributionRate => _distributionRate;
|
||||||
private float _distributionRate = 1000;
|
private float _distributionRate = 1000;
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public bool Full => Charge >= Capacity;
|
public bool Full => Charge >= Capacity;
|
||||||
|
|
||||||
private bool _chargepowernet = false;
|
private bool _chargepowernet = false;
|
||||||
@@ -54,6 +60,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Do we distribute power into the powernet from our stores if the powernet requires it?
|
/// Do we distribute power into the powernet from our stores if the powernet requires it?
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public bool ChargePowernet
|
public bool ChargePowernet
|
||||||
{
|
{
|
||||||
get => _chargepowernet;
|
get => _chargepowernet;
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ using System.Linq;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using Content.Server.GameObjects.Components.Interactable.Tools;
|
using Content.Server.GameObjects.Components.Interactable.Tools;
|
||||||
using SS14.Shared.Interfaces.GameObjects.Components;
|
using SS14.Shared.Interfaces.GameObjects.Components;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
{
|
{
|
||||||
@@ -20,8 +21,10 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The powernet this component is connected to
|
/// The powernet this component is connected to
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Powernet Parent;
|
[ViewVariables]
|
||||||
|
public Powernet Parent { get; set; }
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public bool Regenerating { get; set; } = false;
|
public bool Regenerating { get; set; } = false;
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using SS14.Shared.IoC;
|
|||||||
using SS14.Shared.Log;
|
using SS14.Shared.Log;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Power
|
namespace Content.Server.GameObjects.Components.Power
|
||||||
{
|
{
|
||||||
@@ -23,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Unique identifier per powernet, used for debugging mostly.
|
/// Unique identifier per powernet, used for debugging mostly.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public int Uid { get; }
|
public int Uid { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -41,6 +43,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
private readonly Dictionary<PowerGeneratorComponent, float> GeneratorList =
|
private readonly Dictionary<PowerGeneratorComponent, float> GeneratorList =
|
||||||
new Dictionary<PowerGeneratorComponent, float>();
|
new Dictionary<PowerGeneratorComponent, float>();
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int GeneratorCount => GeneratorList.Count;
|
public int GeneratorCount => GeneratorList.Count;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -49,6 +52,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
private readonly SortedSet<PowerDeviceComponent> DeviceLoadList =
|
private readonly SortedSet<PowerDeviceComponent> DeviceLoadList =
|
||||||
new SortedSet<PowerDeviceComponent>(new DevicePriorityCompare());
|
new SortedSet<PowerDeviceComponent>(new DevicePriorityCompare());
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int DeviceCount => DeviceLoadList.Count;
|
public int DeviceCount => DeviceLoadList.Count;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -61,6 +65,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private readonly List<PowerStorageComponent> PowerStorageSupplierList = new List<PowerStorageComponent>();
|
private readonly List<PowerStorageComponent> PowerStorageSupplierList = new List<PowerStorageComponent>();
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int PowerStorageSupplierCount => PowerStorageSupplierList.Count;
|
public int PowerStorageSupplierCount => PowerStorageSupplierList.Count;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -68,23 +73,27 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private readonly List<PowerStorageComponent> PowerStorageConsumerList = new List<PowerStorageComponent>();
|
private readonly List<PowerStorageComponent> PowerStorageConsumerList = new List<PowerStorageComponent>();
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int PowerStorageConsumerCount => PowerStorageConsumerList.Count;
|
public int PowerStorageConsumerCount => PowerStorageConsumerList.Count;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Static counter of all continuous load placed from devices on this power network.
|
/// Static counter of all continuous load placed from devices on this power network.
|
||||||
/// In Watts.
|
/// In Watts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Load { get; private set; } = 0;
|
public float Load { get; private set; } = 0;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Static counter of all continuous supply from generators on this power network.
|
/// Static counter of all continuous supply from generators on this power network.
|
||||||
/// In Watts.
|
/// In Watts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Supply { get; private set; } = 0;
|
public float Supply { get; private set; } = 0;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Variable that causes powernet to be regenerated from its wires during the next update cycle.
|
/// Variable that causes powernet to be regenerated from its wires during the next update cycle.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public bool Dirty { get; set; } = false;
|
public bool Dirty { get; set; } = false;
|
||||||
|
|
||||||
// These are stats for power monitoring equipment such as APCs.
|
// These are stats for power monitoring equipment such as APCs.
|
||||||
@@ -93,6 +102,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// The total supply that was available to us last tick.
|
/// The total supply that was available to us last tick.
|
||||||
/// This does not mean it was used.
|
/// This does not mean it was used.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float LastTotalAvailable { get; private set; }
|
public float LastTotalAvailable { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -102,6 +112,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// If avail < demand, this will be just <= than the actual avail
|
/// If avail < demand, this will be just <= than the actual avail
|
||||||
/// (e.g. if all machines need 100 W but there's 20 W excess, the 20 W will be avail but not drawn.)
|
/// (e.g. if all machines need 100 W but there's 20 W excess, the 20 W will be avail but not drawn.)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float LastTotalDraw { get; private set; }
|
public float LastTotalDraw { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -111,6 +122,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// As such, this will quite abruptly shoot up if available rises to cover supplier charge demand too.
|
/// As such, this will quite abruptly shoot up if available rises to cover supplier charge demand too.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <seealso cref="LastTotalDemandWithSuppliers"/>
|
/// <seealso cref="LastTotalDemandWithSuppliers"/>
|
||||||
|
[ViewVariables]
|
||||||
public float LastTotalDemand { get; private set; }
|
public float LastTotalDemand { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -118,11 +130,13 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// This does not mean it was full filled in practice.
|
/// This does not mean it was full filled in practice.
|
||||||
/// See <see cref="LastTotalDemand"/> for the difference.
|
/// See <see cref="LastTotalDemand"/> for the difference.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float LastTotalDemandWithSuppliers { get; private set; }
|
public float LastTotalDemandWithSuppliers { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The amount of power that we are lacking to properly power everything (excluding storage supplier charging).
|
/// The amount of power that we are lacking to properly power everything (excluding storage supplier charging).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Lack => Math.Max(0, LastTotalDemand - LastTotalAvailable);
|
public float Lack => Math.Max(0, LastTotalDemand - LastTotalAvailable);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -131,6 +145,7 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
/// It is ALSO not implied that if this is > 0, that we have sufficient power for everything.
|
/// It is ALSO not implied that if this is > 0, that we have sufficient power for everything.
|
||||||
/// See the doc comment on <see cref="LastTotalDraw"/>.
|
/// See the doc comment on <see cref="LastTotalDraw"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public float Excess => Math.Max(0, LastTotalAvailable - LastTotalDraw);
|
public float Excess => Math.Max(0, LastTotalAvailable - LastTotalDraw);
|
||||||
|
|
||||||
public void Update(float frameTime)
|
public void Update(float frameTime)
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using SS14.Shared.Interfaces.GameObjects;
|
|||||||
using SS14.Shared.Interfaces.Reflection;
|
using SS14.Shared.Interfaces.Reflection;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Stack
|
namespace Content.Server.GameObjects.Components.Stack
|
||||||
{
|
{
|
||||||
@@ -17,6 +18,7 @@ namespace Content.Server.GameObjects.Components.Stack
|
|||||||
|
|
||||||
public override string Name => "Stack";
|
public override string Name => "Stack";
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int Count
|
public int Count
|
||||||
{
|
{
|
||||||
get => _count;
|
get => _count;
|
||||||
@@ -29,9 +31,14 @@ namespace Content.Server.GameObjects.Components.Stack
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int MaxCount { get => _maxCount; private set => _maxCount = value; }
|
public int MaxCount { get => _maxCount; private set => _maxCount = value; }
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public int AvailableSpace => MaxCount - Count;
|
public int AvailableSpace => MaxCount - Count;
|
||||||
|
|
||||||
|
[ViewVariables]
|
||||||
public object StackType { get; private set; }
|
public object StackType { get; private set; }
|
||||||
|
|
||||||
public void Add(int amount)
|
public void Add(int amount)
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ using SS14.Shared.Utility;
|
|||||||
using YamlDotNet.RepresentationModel;
|
using YamlDotNet.RepresentationModel;
|
||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using SS14.Shared.Serialization;
|
using SS14.Shared.Serialization;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -23,6 +24,7 @@ namespace Content.Server.GameObjects
|
|||||||
public override uint? NetID => ContentNetIDs.TEMPERATURE;
|
public override uint? NetID => ContentNetIDs.TEMPERATURE;
|
||||||
|
|
||||||
//TODO: should be programmatic instead of how it currently is
|
//TODO: should be programmatic instead of how it currently is
|
||||||
|
[ViewVariables]
|
||||||
public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
|
public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
|
||||||
|
|
||||||
float _fireDamageThreshold = 0;
|
float _fireDamageThreshold = 0;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using SS14.Server.Interfaces.Player;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using SS14.Shared.Network;
|
using SS14.Shared.Network;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.Mobs
|
namespace Content.Server.Mobs
|
||||||
{
|
{
|
||||||
@@ -14,7 +15,7 @@ namespace Content.Server.Mobs
|
|||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// Think of it like this: if a player is supposed to have their memories,
|
/// Think of it like this: if a player is supposed to have their memories,
|
||||||
/// their mind follows along.
|
/// their mind follows along.
|
||||||
///
|
///
|
||||||
/// Things such as respawning do not follow, because you're a new character.
|
/// Things such as respawning do not follow, because you're a new character.
|
||||||
/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
|
/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
@@ -184,7 +185,7 @@ namespace Content.Server.Mobs
|
|||||||
throw new ArgumentException("That entity already has a mind.", nameof(entity));
|
throw new ArgumentException("That entity already has a mind.", nameof(entity));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
CurrentMob?.InternalEjectMind();
|
CurrentMob?.InternalEjectMind();
|
||||||
CurrentMob = component;
|
CurrentMob = component;
|
||||||
CurrentMob?.InternalAssignMind(this);
|
CurrentMob?.InternalAssignMind(this);
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using Content.Server.Mobs;
|
using Content.Server.Mobs;
|
||||||
using SS14.Server.Interfaces.Player;
|
using SS14.Server.Interfaces.Player;
|
||||||
using SS14.Shared.Network;
|
using SS14.Shared.Network;
|
||||||
|
using SS14.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.Players
|
namespace Content.Server.Players
|
||||||
{
|
{
|
||||||
@@ -13,11 +14,13 @@ namespace Content.Server.Players
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The session ID of the player owning this data.
|
/// The session ID of the player owning this data.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public NetSessionId SessionId { get; }
|
public NetSessionId SessionId { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The currently occupied mind of the player owning this data.
|
/// The currently occupied mind of the player owning this data.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
public Mind Mind { get; set; }
|
public Mind Mind { get; set; }
|
||||||
|
|
||||||
public PlayerData(NetSessionId sessionId)
|
public PlayerData(NetSessionId sessionId)
|
||||||
|
|||||||
@@ -32,3 +32,4 @@
|
|||||||
- whisper
|
- whisper
|
||||||
- me
|
- me
|
||||||
- ooc
|
- ooc
|
||||||
|
CanViewVar: true
|
||||||
|
|||||||
2
engine
2
engine
Submodule engine updated: 6e95476156...523e4d8c49
Reference in New Issue
Block a user