47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Content.Shared.DeviceNetwork;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.SurveillanceCamera.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedSurveillanceCameraSystem))]
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public sealed partial class SurveillanceCameraComponent : Component
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{
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// List of active viewers. This is for bookkeeping purposes,
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// so that when a camera shuts down, any entity viewing it
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// will immediately have their subscription revoked.
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[ViewVariables]
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public HashSet<EntityUid> ActiveViewers { get; } = new();
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// Monitors != Viewers, as viewers are entities that are tied
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// to a player session that's viewing from this camera
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//
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// Monitors are grouped sets of viewers, and may be
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// completely different monitor types (e.g., monitor console,
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// AI, etc.)
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[ViewVariables]
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public HashSet<EntityUid> ActiveMonitors { get; } = new();
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// If this camera is active or not. Deactivating a camera
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// will not allow it to obtain any new viewers.
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[DataField]
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public bool Active = true;
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// This one isn't easy to deal with. Will require a UI
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// to change/set this so mapping these in isn't
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// the most terrible thing possible.
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[DataField("id")]
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public string CameraId = "camera";
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[DataField, AutoNetworkedField]
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public bool NameSet;
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[DataField, AutoNetworkedField]
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public bool NetworkSet;
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// This has to be device network frequency prototypes.
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[DataField("setupAvailableNetworks")]
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public List<ProtoId<DeviceFrequencyPrototype>> AvailableNetworks { get; private set; } = new();
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}
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