Toilet Upgrade (needs review) (#22133)
* Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix
This commit is contained in:
90
Content.Shared/Storage/Components/SecretStashComponent.cs
Normal file
90
Content.Shared/Storage/Components/SecretStashComponent.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
using Content.Shared.Storage.EntitySystems;
|
||||
using Content.Shared.Containers.ItemSlots;
|
||||
using Content.Shared.Item;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Content.Shared.Tools;
|
||||
using Robust.Shared.GameStates;
|
||||
using Content.Shared.DoAfter;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Storage.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Logic for a secret slot stash, like plant pot or toilet cistern.
|
||||
/// Unlike <see cref="ItemSlotsComponent"/> it doesn't have interaction logic or verbs.
|
||||
/// Other classes like <see cref="ToiletComponent"/> should implement it.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(SecretStashSystem))]
|
||||
public sealed partial class SecretStashComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Max item size that can be fitted into secret stash.
|
||||
/// </summary>
|
||||
[DataField("maxItemSize")]
|
||||
public ProtoId<ItemSizePrototype> MaxItemSize = "Small";
|
||||
|
||||
/// <summary>
|
||||
/// If stash has way to open then this will switch between open and closed.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool ToggleOpen;
|
||||
|
||||
/// <summary>
|
||||
/// Prying the door.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float PryDoorTime = 1f;
|
||||
|
||||
[DataField]
|
||||
public ProtoId<ToolQualityPrototype> PryingQuality = "Prying";
|
||||
|
||||
/// <summary>
|
||||
/// Is stash openable?.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool OpenableStash = false;
|
||||
|
||||
/// <summary>
|
||||
/// IC secret stash name. For example "the toilet cistern".
|
||||
/// If empty string, will replace it with entity name in init.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public string SecretPartName { get; set; } = "";
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public string ExamineStash = "comp-secret-stash-on-examine-found-hidden-item";
|
||||
|
||||
/// <summary>
|
||||
/// Container used to keep secret stash item.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public ContainerSlot ItemContainer = default!;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simple pry event for prying open a stash door.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public sealed partial class StashPryDoAfterEvent : SimpleDoAfterEvent
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Visualizers for handling stash open closed state if stash has door.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public enum StashVisuals : byte
|
||||
{
|
||||
DoorVisualState,
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum DoorVisualState : byte
|
||||
{
|
||||
DoorOpen,
|
||||
DoorClosed
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user