Engineering lockers. (#210)
* Import Eris engineering locker sprites. * Allow customizing ClientStorageComponent open/close states better. * EntityStorage does not blow up if Storage is also defined in prototype. * Engineering styled lockers.
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@@ -11,6 +11,8 @@ using Robust.Shared.Utility;
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using System;
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using System.Collections.Generic;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Storage
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{
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@@ -24,6 +26,9 @@ namespace Content.Client.GameObjects.Components.Storage
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private int StorageCapacityMax;
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private StorageWindow Window;
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[ViewVariables] private string _closedState;
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[ViewVariables] private string _openState;
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public bool Open
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{
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get => _open;
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@@ -48,6 +53,14 @@ namespace Content.Client.GameObjects.Components.Storage
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base.OnRemove();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _closedState, "state_door_closed", null);
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serializer.DataField(ref _openState, "state_door_open", null);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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@@ -127,7 +140,7 @@ namespace Content.Client.GameObjects.Components.Storage
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var baseName = spriteComp.LayerGetState(0).Name;
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var stateId = open ? $"{baseName}_open" : $"{baseName}_door";
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var stateId = open ? _openState ?? $"{baseName}_open" : _closedState ?? $"{baseName}_door";
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if (spriteComp.BaseRSI.TryGetState(stateId, out _))
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spriteComp.LayerSetState(1, stateId);
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@@ -25,8 +25,13 @@ namespace Content.Server.GameObjects.Components
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{
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base.Initialize();
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Contents = ContainerManagerComponent.Ensure<Container>($"{typeof(EntityStorageComponent).FullName}{Owner.Uid.ToString()}", Owner);
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StorageComponent = Owner.AddComponent<ServerStorageComponent>();
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StorageComponent.Initialize();
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if (!Owner.TryGetComponent(out StorageComponent))
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{
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StorageComponent = Owner.AddComponent<ServerStorageComponent>();
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// TODO: This is a terrible hack.
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// Components should not need to be manually initialized in Initialize().
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StorageComponent.Initialize();
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}
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entityQuery = new IntersectingEntityQuery(Owner);
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}
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@@ -11,7 +11,7 @@
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- type: Icon
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sprite: Buildings/closet.rsi
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state: generic
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state: generic_door
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- type: Clickable
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- type: BoundingBox
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@@ -23,8 +23,83 @@
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mass: 25
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Anchored: false
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- type: EntityStorage
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- type: Storage
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state_door_open: generic_open
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state_door_closed: generic_door
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- type: PlaceableSurface
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placement:
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snap:
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- Wall
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- Wall
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- type: entity
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id: locker_tool
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name: Tool Locker
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parent: locker_generic
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components:
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- type: Sprite
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sprite: Buildings/closet.rsi
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layers:
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- state: eng
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- state: eng_tool_door
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- type: Storage
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state_door_closed: eng_tool_door
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state_door_open: eng_open
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- type: Icon
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state: eng_tool_door
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- type: entity
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id: locker_electrical_supplies
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name: Electrical Supplies Locker
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parent: locker_generic
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components:
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- type: Sprite
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sprite: Buildings/closet.rsi
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layers:
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- state: eng
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- state: eng_elec_door
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- type: Storage
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state_door_closed: eng_elec_door
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state_door_open: eng_open
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- type: Icon
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state: eng_elec_door
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- type: entity
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id: locker_welding_supplies
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name: Welding Supplies Locker
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parent: locker_generic
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components:
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- type: Sprite
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sprite: Buildings/closet.rsi
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layers:
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- state: eng
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- state: eng_weld_door
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- type: Storage
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state_door_closed: eng_weld_door
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state_door_open: eng_open
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- type: Icon
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state: eng_weld_door
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- type: entity
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id: locker_radiation_suit
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name: Radiation Suit Locker
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parent: locker_generic
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components:
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- type: Sprite
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sprite: Buildings/closet.rsi
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layers:
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- state: eng
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- state: eng_rad_door
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- type: Storage
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state_door_closed: eng_rad_door
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state_door_open: eng_open
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- type: Icon
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state: eng_rad_door
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BIN
Resources/Textures/Buildings/closet.rsi/eng.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 178 B |
BIN
Resources/Textures/Buildings/closet.rsi/eng_elec_door.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng_elec_door.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 203 B |
BIN
Resources/Textures/Buildings/closet.rsi/eng_open.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng_open.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 158 B |
BIN
Resources/Textures/Buildings/closet.rsi/eng_rad_door.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng_rad_door.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 215 B |
BIN
Resources/Textures/Buildings/closet.rsi/eng_tool_door.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng_tool_door.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 208 B |
BIN
Resources/Textures/Buildings/closet.rsi/eng_weld_door.png
Normal file
BIN
Resources/Textures/Buildings/closet.rsi/eng_weld_door.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 205 B |
@@ -24,6 +24,42 @@
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng",
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng_open",
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng_tool_door",
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng_rad_door",
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng_elec_door",
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"select": [],
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"flags": {},
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"directions": 1
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},
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{
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"name": "eng_weld_door",
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"select": [],
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"flags": {},
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"directions": 1
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}
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]
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}
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}
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