Remove mech component references (#15246)
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179
Content.Shared/Mech/Components/MechComponent.cs
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179
Content.Shared/Mech/Components/MechComponent.cs
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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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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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Mech.Components;
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/// <summary>
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/// A large, pilotable machine that has equipment that is
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/// powered via an internal battery.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class MechComponent : Component
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{
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/// <summary>
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/// How much "health" the mech has left.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 Integrity;
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/// <summary>
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/// The maximum amount of damage the mech can take.
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/// </summary>
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[DataField("maxIntegrity")]
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public FixedPoint2 MaxIntegrity = 250;
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/// <summary>
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/// How much energy the mech has.
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/// Derived from the currently inserted battery.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 Energy = 0;
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/// <summary>
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/// The maximum amount of energy the mech can have.
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/// Derived from the currently inserted battery.
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/// </summary>
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[DataField("maxEnergy")]
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public FixedPoint2 MaxEnergy = 0;
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/// <summary>
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/// The slot the battery is stored in.
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/// </summary>
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[ViewVariables]
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public ContainerSlot BatterySlot = default!;
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[ViewVariables]
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public readonly string BatterySlotId = "mech-battery-slot";
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/// <summary>
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/// A multiplier used to calculate how much of the damage done to a mech
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/// is transfered to the pilot
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/// </summary>
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[DataField("mechToPilotDamageMultiplier")]
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public float MechToPilotDamageMultiplier;
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/// <summary>
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/// Whether the mech has been destroyed and is no longer pilotable.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Broken = false;
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/// <summary>
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/// The slot the pilot is stored in.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ContainerSlot PilotSlot = default!;
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[ViewVariables]
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public readonly string PilotSlotId = "mech-pilot-slot";
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/// <summary>
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/// The current selected equipment of the mech.
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/// If null, the mech is using just its fists.
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/// </summary>
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[ViewVariables]
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public EntityUid? CurrentSelectedEquipment;
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/// <summary>
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/// The maximum amount of equipment items that can be installed in the mech
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/// </summary>
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[DataField("maxEquipmentAmount")]
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public int MaxEquipmentAmount = 3;
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/// <summary>
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/// A whitelist for inserting equipment items.
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/// </summary>
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[DataField("equipmentWhitelist")]
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public EntityWhitelist? EquipmentWhitelist;
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/// <summary>
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/// A container for storing the equipment entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Container EquipmentContainer = default!;
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[ViewVariables]
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public readonly string EquipmentContainerId = "mech-equipment-container";
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/// <summary>
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/// How long it takes to enter the mech.
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/// </summary>
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[DataField("entryDelay")]
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public float EntryDelay = 3;
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/// <summary>
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/// How long it takes to pull *another person*
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/// outside of the mech. You can exit instantly yourself.
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/// </summary>
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[DataField("exitDelay")]
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public float ExitDelay = 3;
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/// <summary>
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/// How long it takes to pull out the battery.
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/// </summary>
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[DataField("batteryRemovalDelay")]
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public float BatteryRemovalDelay = 2;
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/// <summary>
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/// Whether or not the mech is airtight.
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/// </summary>
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/// <remarks>
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/// This needs to be redone
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/// when mech internals are added
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/// </remarks>
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[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight;
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/// <summary>
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/// The equipment that the mech initially has when it spawns.
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/// Good for things like nukie mechs that start with guns.
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/// </summary>
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[DataField("startingEquipment", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public List<string> StartingEquipment = new();
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/// <summary>
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/// The battery the mech initially has when it spawns
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/// Good for admemes and nukie mechs.
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/// </summary>
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[DataField("startingBattery", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? StartingBattery;
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#region Action Prototypes
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[DataField("mechCycleAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechCycleAction = "MechCycleEquipment";
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[DataField("mechUiAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechUiAction = "MechOpenUI";
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[DataField("mechEjectAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechEjectAction = "MechEject";
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#endregion
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#region Visualizer States
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[DataField("baseState")]
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public string? BaseState;
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[DataField("openState")]
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public string? OpenState;
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[DataField("brokenState")]
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public string? BrokenState;
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#endregion
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}
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/// <summary>
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/// Contains network state for <see cref="MechComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MechComponentState : ComponentState
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{
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public FixedPoint2 Integrity;
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public FixedPoint2 MaxIntegrity;
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public FixedPoint2 Energy;
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public FixedPoint2 MaxEnergy;
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public EntityUid? CurrentSelectedEquipment;
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public bool Broken;
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}
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