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