Shards damage barefoot users + steptrigger-related general cleanup (#9585)

This commit is contained in:
Kara
2022-07-10 02:28:37 -07:00
committed by GitHub
parent 37bf333674
commit 459f8d23eb
22 changed files with 220 additions and 92 deletions

View File

@@ -0,0 +1,69 @@
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.StepTrigger.Components;
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(StepTriggerSystem))]
public sealed class StepTriggerComponent : Component
{
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
[ViewVariables]
public readonly HashSet<EntityUid> Colliding = new();
/// <summary>
/// The list of entities that are standing on this entity,
/// which shouldn't be able to trigger it again until stepping off.
/// </summary>
[ViewVariables]
public readonly HashSet<EntityUid> CurrentlySteppedOn = new();
/// <summary>
/// Whether or not this component will currently try to trigger for entities.
/// </summary>
[DataField("active")]
public bool Active { get; set; } = true;
/// <summary>
/// Ratio of shape intersection for a trigger to occur.
/// </summary>
[DataField("intersectRatio")]
public float IntersectRatio { get; set; } = 0.3f;
/// <summary>
/// Entities will only be triggered if their speed exceeds this limit.
/// </summary>
[DataField("requiredTriggeredSpeed")]
public float RequiredTriggerSpeed { get; set; } = 3.5f;
}
[RegisterComponent]
[Access(typeof(StepTriggerSystem))]
public sealed class StepTriggerActiveComponent : Component
{
}
[Serializable, NetSerializable]
public sealed class StepTriggerComponentState : ComponentState
{
public float IntersectRatio { get; }
public float RequiredTriggerSpeed { get; }
public readonly HashSet<EntityUid> CurrentlySteppedOn;
public readonly HashSet<EntityUid> Colliding;
public readonly bool Active;
public StepTriggerComponentState(float intersectRatio, HashSet<EntityUid> currentlySteppedOn, HashSet<EntityUid> colliding, float requiredTriggerSpeed, bool active)
{
IntersectRatio = intersectRatio;
CurrentlySteppedOn = currentlySteppedOn;
RequiredTriggerSpeed = requiredTriggerSpeed;
Active = active;
Colliding = colliding;
}
}