Move RCD to ECS (#4742)

* Moved ammo to ecs

* Moved RCD to ecs

* Replaced RCDDeconstructWhitelist with Tag

* Updated new structures RCDDeconstructWhitelist

* Queue delete
This commit is contained in:
Alex Evgrashin
2021-10-24 06:34:00 +03:00
committed by GitHub
parent f6803eb324
commit 7de1ebbd77
12 changed files with 378 additions and 306 deletions

View File

@@ -119,7 +119,6 @@ namespace Content.Client.Entry
"Telecrystal",
"TrashSpawner",
"RCD",
"RCDDeconstructWhitelist",
"RCDAmmo",
"CursedEntityStorage",
"Listening",

View File

@@ -1,52 +1,15 @@
using System;
using System.Threading.Tasks;
using Content.Server.Hands.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.RCD.Components
{
[RegisterComponent]
public class RCDAmmoComponent : Component, IAfterInteract, IExamine
public class RCDAmmoComponent : Component
{
public override string Name => "RCDAmmo";
//How much ammo we refill
[ViewVariables(VVAccess.ReadWrite)] [DataField("refillAmmo")] private int refillAmmo = 5;
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("rcd-ammo-component-on-examine-text",("ammo", refillAmmo)));
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null ||
!eventArgs.Target.TryGetComponent(out RCDComponent? rcdComponent) ||
!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
{
return false;
}
if (rcdComponent.MaxAmmo - rcdComponent._ammo < refillAmmo)
{
rcdComponent.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-ammo-component-after-interact-full-text"));
return true;
}
rcdComponent._ammo = Math.Min(rcdComponent.MaxAmmo, rcdComponent._ammo + refillAmmo);
rcdComponent.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-ammo-component-after-interact-refilled-text"));
//Deleting a held item causes a lot of errors
hands.Drop(Owner, false);
Owner.Delete();
return true;
}
[ViewVariables(VVAccess.ReadWrite)] [DataField("refillAmmo")] public int RefillAmmo = 5;
}
}

View File

@@ -1,252 +1,47 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.DoAfter;
using Content.Shared.Coordinates;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Maps;
using Content.Shared.Popups;
using Content.Shared.Sound;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.RCD.Components
{
[RegisterComponent]
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
public enum RcdMode
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
Floors,
Walls,
Airlock,
Deconstruct
}
[RegisterComponent]
public class RCDComponent : Component
{
public override string Name => "RCD";
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int MaxAmmo = 5;
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
private DoAfterSystem _doAfterSystem = default!;
[ViewVariables(VVAccess.ReadOnly)]
[DataField("maxAmmo")] public int MaxAmmo = 5;
[ViewVariables(VVAccess.ReadOnly)]
[DataField("startingAmmo")] public int StartingAmmo = 5;
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
public float Delay = 2f;
[DataField("swapModeSound")]
private SoundSpecifier _swapModeSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
public SoundSpecifier SwapModeSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
[DataField("successSound")]
private SoundSpecifier _successSound = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
public SoundSpecifier SuccessSound = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
///Enum to store the different mode states for clarity.
private enum RcdMode
{
Floors,
Walls,
Airlock,
Deconstruct
}
/// <summary>
/// What mode are we on? Can be floors, walls, deconstruct.
/// </summary>
public RcdMode Mode = RcdMode.Floors;
protected override void Initialize()
{
base.Initialize();
_ammo = MaxAmmo;
_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
}
/// <summary>
/// How much "ammo" we have left. You can refill this with RCD ammo.
/// </summary>
public int CurrentAmmo;
///<summary>
/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
///</summary>
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
SwapMode(eventArgs);
return true;
}
///<summary>
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
///</summary>
public void SwapMode(UseEntityEventArgs eventArgs)
{
SoundSystem.Play(Filter.Pvs(Owner), _swapModeSound.GetSound(), Owner);
var mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
Owner.PopupMessage(eventArgs.User,
Loc.GetString(
"rcd-component-change-mode",
("mode", _mode.ToString())
)
); //Prints an overhead message above the RCD
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (inDetailsRange)
{
message.AddMarkup(
Loc.GetString(
"rcd-component-examine-detail-count",
("mode", _mode),
("ammoCount", _ammo)
)
);
}
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
// FIXME: Make this work properly. Right now it relies on the click location being on a grid, which is bad.
if (!eventArgs.ClickLocation.IsValid(Owner.EntityManager) || !eventArgs.ClickLocation.GetGridId(Owner.EntityManager).IsValid())
return false;
//No changing mode mid-RCD
var startingMode = _mode;
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager));
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
var snapPos = mapGrid.TileIndicesFor(eventArgs.ClickLocation);
//Using an RCD isn't instantaneous
var cancelToken = new CancellationTokenSource();
var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
{
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true,
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
};
var result = await _doAfterSystem.WaitDoAfter(doAfterEventArgs);
if (result == DoAfterStatus.Cancelled)
{
return true;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
mapGrid.SetTile(eventArgs.ClickLocation, new Robust.Shared.Map.Tile(_tileDefinitionManager["floor_steel"].TileId));
break;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (!tile.IsBlockedTurf(true)) //Delete the turf
{
mapGrid.SetTile(snapPos, Robust.Shared.Map.Tile.Empty);
}
else //Delete what the user targeted
{
eventArgs.Target?.Delete();
}
break;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
break;
case RcdMode.Airlock:
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
default:
return true; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
SoundSystem.Play(Filter.Pvs(Owner), _successSound.GetSound(), Owner);
_ammo--;
return true;
}
private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
{
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
if (_ammo <= 0)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-no-ammo-message"));
return false;
}
if (_mode != startingMode)
{
return false;
}
var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
return false;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
if (!tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-floor-tile-not-empty-message"));
return false;
}
return true;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (tile.Tile.IsEmpty)
{
return false;
}
//They tried to decon a turf but the turf is blocked
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
//They tried to decon a non-turf but it's not in the whitelist
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist? deCon))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-deconstruct-target-not-on-whitelist-message"));
return false;
}
return true;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
if (tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-wall-tile-not-empty-message"));
return false;
}
if (tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
return true;
case RcdMode.Airlock:
if (tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-airlock-tile-not-empty-message"));
return false;
}
if (tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
return true;
default:
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
}
}
}

View File

@@ -1,10 +0,0 @@
using Robust.Shared.GameObjects;
namespace Content.Server.RCD.Components
{
[RegisterComponent]
public class RCDDeconstructWhitelist : Component
{
public override string Name => "RCDDeconstructWhitelist";
}
}

View File

@@ -0,0 +1,49 @@
using Content.Server.RCD.Components;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using System;
namespace Content.Server.RCD.Systems
{
public class RCDAmmoSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RCDAmmoComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<RCDAmmoComponent, AfterInteractEvent>(OnAfterInteract);
}
private void OnExamine(EntityUid uid, RCDAmmoComponent component, ExaminedEvent args)
{
var examineMessage = Loc.GetString("rcd-ammo-component-on-examine-text", ("ammo", component.RefillAmmo));
args.PushText(examineMessage);
}
private void OnAfterInteract(EntityUid uid, RCDAmmoComponent component, AfterInteractEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (args.Target == null || !EntityManager.TryGetComponent(args.Target.Uid, out RCDComponent? rcdComponent))
return;
if (rcdComponent.MaxAmmo - rcdComponent.CurrentAmmo < component.RefillAmmo)
{
rcdComponent.Owner.PopupMessage(args.User, Loc.GetString("rcd-ammo-component-after-interact-full-text"));
args.Handled = true;
return;
}
rcdComponent.CurrentAmmo = Math.Min(rcdComponent.MaxAmmo, rcdComponent.CurrentAmmo + component.RefillAmmo);
rcdComponent.Owner.PopupMessage(args.User, Loc.GetString("rcd-ammo-component-after-interact-refilled-text"));
EntityManager.QueueDeleteEntity(uid);
args.Handled = true;
}
}
}

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@@ -0,0 +1,233 @@
using Content.Server.DoAfter;
using Content.Server.RCD.Components;
using Content.Shared.Coordinates;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Maps;
using Content.Shared.Popups;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using System;
using System.Threading;
namespace Content.Server.RCD.Systems
{
public class RCDSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RCDComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<RCDComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<RCDComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<RCDComponent, AfterInteractEvent>(OnAfterInteract);
}
private void OnMapInit(EntityUid uid, RCDComponent component, MapInitEvent args)
{
component.CurrentAmmo = component.StartingAmmo;
}
private void OnExamine(EntityUid uid, RCDComponent component, ExaminedEvent args)
{
var msg = Loc.GetString("rcd-component-examine-detail-count",
("mode", component.Mode), ("ammoCount", component.CurrentAmmo));
args.PushMarkup(msg);
}
private void OnUseInHand(EntityUid uid, RCDComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
NextMode(uid, component, args.User);
args.Handled = true;
}
private async void OnAfterInteract(EntityUid uid, RCDComponent rcd, AfterInteractEvent args)
{
if (args.Handled)
return;
// FIXME: Make this work properly. Right now it relies on the click location being on a grid, which is bad.
if (!args.ClickLocation.IsValid(EntityManager))
return;
var gridID = args.ClickLocation.GetGridId(EntityManager);
if (!gridID.IsValid())
return;
var mapGrid = _mapManager.GetGrid(gridID);
var tile = mapGrid.GetTileRef(args.ClickLocation);
var snapPos = mapGrid.TileIndicesFor(args.ClickLocation);
//No changing mode mid-RCD
var startingMode = rcd.Mode;
//Using an RCD isn't instantaneous
var cancelToken = new CancellationTokenSource();
var doAfterEventArgs = new DoAfterEventArgs(args.User, rcd.Delay, cancelToken.Token, args.Target)
{
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true,
ExtraCheck = () => IsRCDStillValid(rcd, args, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
};
var result = await _doAfterSystem.WaitDoAfter(doAfterEventArgs);
if (result == DoAfterStatus.Cancelled)
{
args.Handled = true;
return;
}
switch (rcd.Mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
mapGrid.SetTile(args.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
break;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (!tile.IsBlockedTurf(true)) //Delete the turf
{
mapGrid.SetTile(snapPos, Tile.Empty);
}
else //Delete what the user targeted
{
args.Target?.Delete();
}
break;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile,
// thus we early return to avoid the tile set code.
case RcdMode.Walls:
var ent = EntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
break;
case RcdMode.Airlock:
var airlock = EntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
airlock.Transform.LocalRotation = rcd.Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
default:
args.Handled = true;
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
SoundSystem.Play(Filter.Pvs(uid), rcd.SuccessSound.GetSound(), rcd.Owner);
rcd.CurrentAmmo--;
args.Handled = true;
}
private bool IsRCDStillValid(RCDComponent rcd, AfterInteractEvent eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
{
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
if (rcd.CurrentAmmo <= 0)
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-no-ammo-message"));
return false;
}
if (rcd.Mode != startingMode)
{
return false;
}
var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
return false;
}
switch (rcd.Mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
if (!tile.Tile.IsEmpty)
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-floor-tile-not-empty-message"));
return false;
}
return true;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (tile.Tile.IsEmpty)
{
return false;
}
//They tried to decon a turf but the turf is blocked
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
//They tried to decon a non-turf but it's not in the whitelist
if (eventArgs.Target != null && !eventArgs.Target.HasTag("RCDDeconstructWhitelist"))
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-deconstruct-target-not-on-whitelist-message"));
return false;
}
return true;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
if (tile.Tile.IsEmpty)
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-wall-tile-not-empty-message"));
return false;
}
if (tile.IsBlockedTurf(true))
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
return true;
case RcdMode.Airlock:
if (tile.Tile.IsEmpty)
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-airlock-tile-not-empty-message"));
return false;
}
if (tile.IsBlockedTurf(true))
{
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
return false;
}
return true;
default:
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
}
private void NextMode(EntityUid uid, RCDComponent rcd, IEntity? user)
{
SoundSystem.Play(Filter.Pvs(uid), rcd.SwapModeSound.GetSound(), uid);
var mode = (int) rcd.Mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
rcd.Mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
if (user != null)
{
var msg = Loc.GetString("rcd-component-change-mode", ("mode", rcd.Mode.ToString()));
rcd.Owner.PopupMessage(user, msg); //Prints an overhead message above the RCD
}
}
}
}

View File

@@ -1,4 +1,4 @@
- type: entity
- type: entity
id: Smoke
name: smoke
abstract: true
@@ -102,7 +102,9 @@
snap:
- Wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Clickable
- type: InteractionOutline
- type: Sprite

View File

@@ -4,6 +4,9 @@
name: grille
description: A flimsy framework of iron rods.
components:
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: CanBuildWindowOnTop
- type: Sprite
netsync: false
@@ -13,7 +16,6 @@
- type: Icon
sprite: Structures/Walls/grille.rsi
state: grille
- type: RCDDeconstructWhitelist
- type: Construction
graph: grille
node: grille
@@ -46,7 +48,9 @@
- type: Icon
sprite: Structures/Walls/grille.rsi
state: grille_broken
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Construction
graph: grille
node: grilleBroken

View File

@@ -4,7 +4,9 @@
name: low wall
description: Goes up to about your waist.
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: CanBuildWindowOnTop
- type: Sprite
netsync: false

View File

@@ -3,7 +3,9 @@
id: WallBrick
name: brick wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/brick.rsi
- type: Icon
@@ -30,7 +32,9 @@
id: WallClock
name: clock wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/clock.rsi
- type: Icon
@@ -57,7 +61,9 @@
id: WallClown
name: clown wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/clown.rsi
- type: Icon
@@ -85,7 +91,9 @@
id: WallCult
name: cult wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/cult.rsi
- type: Icon
@@ -116,7 +124,7 @@
- type: Tag
tags:
- Debug
- type: RCDDeconstructWhitelist
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/debug.rsi
- type: Icon
@@ -143,7 +151,9 @@
id: WallDiamond
name: diamond wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/diamond.rsi
- type: Icon
@@ -170,7 +180,9 @@
id: WallGold
name: gold wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/gold.rsi
- type: Icon
@@ -197,7 +209,9 @@
id: WallIce
name: ice wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/ice.rsi
- type: Icon
@@ -224,7 +238,9 @@
id: WallMetal
name: metal wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/metal.rsi
- type: Icon
@@ -251,7 +267,9 @@
id: WallPlasma
name: plasma wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/plasma.rsi
- type: Icon
@@ -278,7 +296,9 @@
id: WallPlastic
name: plastic wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/plastic.rsi
- type: Icon
@@ -337,7 +357,9 @@
id: WallRiveted
name: riveted wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/riveted.rsi
- type: Icon
@@ -364,7 +386,9 @@
id: WallSandstone
name: sandstone wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/sandstone.rsi
- type: Icon
@@ -391,7 +415,9 @@
id: WallSilver
name: silver wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/silver.rsi
- type: Icon
@@ -418,7 +444,9 @@
id: WallSolid
name: solid wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/solid.rsi
- type: Construction
@@ -476,7 +504,9 @@
id: WallWood
name: wood wall
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
sprite: Structures/Walls/wood.rsi
- type: Icon

View File

@@ -1,4 +1,4 @@
- type: entity
- type: entity
id: Window
parent: BaseStructure
name: window
@@ -8,7 +8,9 @@
snap:
- Window
components:
- type: RCDDeconstructWhitelist
- type: Tag
tags:
- RCDDeconstructWhitelist
- type: Sprite
netsync: false
drawdepth: WallTops

View File

@@ -205,6 +205,9 @@
- type: Tag
id: Write
- type: Tag
id: RCDDeconstructWhitelist
- type: Tag
id: Wooden # just like our atmos