Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
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Content.Shared/Turrets/DeployableTurretComponent.cs
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161
Content.Shared/Turrets/DeployableTurretComponent.cs
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Turrets;
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/// <summary>
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/// Attached to turrets that can be toggled between an inactive and active state
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
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[Access(typeof(SharedDeployableTurretSystem))]
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public sealed partial class DeployableTurretComponent : Component
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{
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/// <summary>
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/// Whether the turret is toggled 'on' or 'off'
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = false;
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/// <summary>
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/// The current state of the turret. Used to inform the device network.
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/// </summary>
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[DataField, AutoNetworkedField]
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public DeployableTurretState CurrentState = DeployableTurretState.Retracted;
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/// <summary>
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/// The visual state of the turret. Used on the client-side.
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/// </summary>
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[DataField]
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public DeployableTurretState VisualState = DeployableTurretState.Retracted;
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/// <summary>
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/// The physics fixture that will have its collisions disabled when the turret is retracted.
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/// </summary>
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[DataField]
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public string? DeployedFixture = "turret";
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/// <summary>
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/// When retracted, the following damage modifier set will be applied to the turret.
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/// </summary>
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[DataField]
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public ProtoId<DamageModifierSetPrototype>? RetractedDamageModifierSetId;
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/// <summary>
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/// When deployed, the following damage modifier set will be applied to the turret.
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/// </summary>
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[DataField]
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public ProtoId<DamageModifierSetPrototype>? DeployedDamageModifierSetId;
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#region: Sound data
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/// <summary>
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/// Sound to play when denied access to the turret.
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/// </summary>
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[DataField]
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public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
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/// <summary>
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/// Sound to play when the turret deploys.
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/// </summary>
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[DataField]
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public SoundSpecifier DeploymentSound = new SoundPathSpecifier("/Audio/Machines/blastdoor.ogg");
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/// <summary>
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/// Sound to play when the turret retracts.
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/// </summary>
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[DataField]
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public SoundSpecifier RetractionSound = new SoundPathSpecifier("/Audio/Machines/blastdoor.ogg");
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#endregion
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#region: Animation data
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/// <summary>
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/// The length of the deployment animation (in seconds)
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/// </summary>
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[DataField]
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public float DeploymentLength = 1.19f;
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/// <summary>
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/// The length of the retraction animation (in seconds)
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/// </summary>
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[DataField]
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public float RetractionLength = 1.19f;
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/// <summary>
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/// The time that the current animation should complete (in seconds)
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/// </summary>
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[DataField, AutoPausedField]
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public TimeSpan AnimationCompletionTime = TimeSpan.Zero;
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/// <summary>
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/// The animation used when turret activates
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public object DeploymentAnimation = default!;
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/// <summary>
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/// The animation used when turret deactivates
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public object RetractionAnimation = default!;
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/// <summary>
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/// The key used to index the animation played when turning the turret on/off.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public const string AnimationKey = "deployable_turret_animation";
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#endregion
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#region: Visual state data
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/// <summary>
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/// The visual state to use when the turret is deployed.
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/// </summary>
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[DataField]
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public string DeployedState = "cover_open";
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/// <summary>
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/// The visual state to use when the turret is not deployed.
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/// </summary>
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[DataField]
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public string RetractedState = "cover_closed";
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/// <summary>
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/// Used to build the deployment animation when the component is initialized.
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/// </summary>
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[DataField]
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public string DeployingState = "cover_opening";
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/// <summary>
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/// Used to build the retraction animation when the component is initialized.
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/// </summary>
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[DataField]
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public string RetractingState = "cover_closing";
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#endregion
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}
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[Serializable, NetSerializable]
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public enum DeployableTurretVisuals : byte
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{
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Turret,
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Weapon,
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Broken,
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}
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[Serializable, NetSerializable]
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public enum DeployableTurretState : byte
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{
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Retracted = 0,
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Deployed = (1 << 0),
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Retracting = (1 << 1),
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Deploying = (1 << 1) | Deployed,
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Firing = (1 << 2) | Deployed,
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Disabled = (1 << 3),
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Broken = (1 << 4),
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}
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