67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using Content.Shared.Teleportation.Systems;
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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.Teleportation.Components;
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// TODO: In the future assimilate ghost UI to use this.
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/// <summary>
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/// Used where you want an entity to display a list of player-safe teleport locations
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/// They teleport to the location clicked
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/// Looks for non Ghost-Only WarpPointComponents
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedTeleportLocationsSystem)), AutoGenerateComponentState]
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public sealed partial class TeleportLocationsComponent : Component
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{
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/// <summary>
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/// List of available warp points
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<TeleportPoint> AvailableWarps = new();
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/// <summary>
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/// What should spawn as an effect when the user teleports?
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/// </summary>
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[DataField]
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public EntProtoId? TeleportEffect;
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/// <summary>
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/// Should this close the BUI after teleport?
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/// </summary>
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[DataField]
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public bool CloseAfterTeleport;
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/// <summary>
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/// Name of the Teleport Location menu
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/// </summary>
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[DataField]
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public LocId Name;
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/// <summary>
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/// Should the user have some speech if they teleport?
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/// If enabled it will be prepended to the location name.
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/// So something like "I am going to" would become "I am going to (Bridge)"
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/// </summary>
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[DataField]
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public LocId? Speech;
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}
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/// <summary>
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/// A teleport point, which has a location (the destination) and the entity that it represents.
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/// </summary>
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[Serializable, NetSerializable, DataDefinition]
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public partial record struct TeleportPoint
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{
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[DataField]
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public string Location;
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[DataField]
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public NetEntity TelePoint;
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public TeleportPoint(string Location, NetEntity TelePoint)
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{
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this.Location = Location;
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this.TelePoint = TelePoint;
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}
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}
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