using Robust.Shared.Serialization;
namespace Content.Shared.Mech;
[Serializable, NetSerializable]
public enum MechUiKey : byte
{
Key
}
///
/// Event raised to collect BUI states for each of the mech's equipment items
///
public sealed class MechEquipmentUiStateReadyEvent : EntityEventArgs
{
public Dictionary States = new();
}
///
/// Event raised to relay an equipment ui message
///
public sealed class MechEquipmentUiMessageRelayEvent : EntityEventArgs
{
public MechEquipmentUiMessage Message;
public MechEquipmentUiMessageRelayEvent(MechEquipmentUiMessage message)
{
Message = message;
}
}
///
/// UI event raised to remove a piece of equipment from a mech
///
[Serializable, NetSerializable]
public sealed class MechEquipmentRemoveMessage : BoundUserInterfaceMessage
{
public NetEntity Equipment;
public MechEquipmentRemoveMessage(NetEntity equipment)
{
Equipment = equipment;
}
}
///
/// base for all mech ui messages
///
[Serializable, NetSerializable]
public abstract class MechEquipmentUiMessage : BoundUserInterfaceMessage
{
public NetEntity Equipment;
}
///
/// event raised for the grabber equipment to eject an item from it's storage
///
[Serializable, NetSerializable]
public sealed class MechGrabberEjectMessage : MechEquipmentUiMessage
{
public NetEntity Item;
public MechGrabberEjectMessage(NetEntity equipment, NetEntity uid)
{
Equipment = equipment;
Item = uid;
}
}
///
/// Event raised for the soundboard equipment to play a sound from its component
///
[Serializable, NetSerializable]
public sealed class MechSoundboardPlayMessage : MechEquipmentUiMessage
{
public int Sound;
public MechSoundboardPlayMessage(NetEntity equipment, int sound)
{
Equipment = equipment;
Sound = sound;
}
}
///
/// BUI state for mechs that also contains all equipment ui states.
///
///
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡠⢐⠤⢃⢰⠐⡄⣀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠔⣨⠀⢁⠁⠐⡐⠠⠜⠐⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠔⠐⢀⡁⣀⠔⡌⠡⢀⢐⠁⠀
/// ⠀⠀⠀⠀⢀⠔⠀⡂⡄⠠⢀⡀⠀⣄⡀⠠⠤⠴⡋⠑⡠⠀⠔⠐⢂⠕⢀⡂⠀⠀
/// ⠀⠀⠀⡔⠁⠠⡐⠁⠀⠀⠀⢘⠀⠀⠀⠀⠠⠀⠈⠪⠀⠑⠡⣃⠈⠤⡈⠀⠀⠀
/// ⠀⠀⠨⠀⠄⡒⠀⡂⢈⠀⣀⢌⠀⠀⠁⡈⠀⢆⢀⠀⡀⠉⠒⢆⠑⠀⠀⠀⠀⠀
/// ⠀⠀⠀⡁⠐⠠⠐⡀⠀⢀⣀⠣⡀⠢⡀⠀⢀⡃⠰⠀⠈⠠⢁⠎⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠅⠒⣈⢣⠠⠈⠕⠁⠱⠄⢤⠈⠪⠡⠎⢘⠈⡁⢙⠈⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠃⠀⢡⠀⠧⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⢕⡈⠌⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠈⡀⡀⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⡰⠀⡐⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⢈⢂⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⠀⡃⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠎⠐⢅⠀⠀⠀⠀⠀⠀⠀⠀⠀⢐⠅⠚⠄⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⢈⠩⠈⠀⠐⠁⠀⢀⠀⠄⡂⠒⠐⠀⠆⠁⠰⠠⠀⢅⠈⠐⠄⢁⢡⠀⠀⠀
/// ⠀⠀⢈⡀⠰⡁⠀⠁⠴⠁⠔⠀⠀⠄⠄⡁⠀⠂⠀⠢⠠⠁⠀⠠⠈⠂⠬⠀⠀⠀
/// ⠀⠀⠠⡂⢄⠤⠒⣁⠐⢕⢀⡈⡐⡠⠄⢐⠀⠈⠠⠈⡀⠂⢀⣀⠰⠁⠠⠀⠀
/// trojan horse bui state⠀
///
[Serializable, NetSerializable]
public sealed class MechBoundUiState : BoundUserInterfaceState
{
public Dictionary EquipmentStates = new();
}
[Serializable, NetSerializable]
public sealed class MechGrabberUiState : BoundUserInterfaceState
{
public List Contents = new();
public int MaxContents;
}
///
/// List of sound collection ids to be localized and displayed.
///
[Serializable, NetSerializable]
public sealed class MechSoundboardUiState : BoundUserInterfaceState
{
public List Sounds = new();
}