* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.RCD;
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/// <summary>
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/// Contains the parameters for a RCD construction / operation
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/// </summary>
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[Prototype("rcd")]
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public sealed class RCDPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// The RCD mode associated with the operation
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadOnly)]
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public RcdMode Mode { get; private set; } = RcdMode.Invalid;
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/// <summary>
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/// The name associated with the prototype
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/// </summary>
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[DataField("name"), ViewVariables(VVAccess.ReadOnly)]
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public string SetName { get; private set; } = "Unknown";
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/// <summary>
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/// The name of the radial container that this prototype will be listed under on the RCD menu
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public string Category { get; private set; } = "Undefined";
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/// <summary>
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/// Texture path for this prototypes menu icon
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public SpriteSpecifier? Sprite { get; private set; } = null;
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/// <summary>
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/// The entity prototype that will be constructed (mode dependent)
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public string? Prototype { get; private set; } = string.Empty;
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/// <summary>
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/// Number of charges consumed when the operation is completed
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public int Cost { get; private set; } = 1;
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/// <summary>
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/// The length of the operation
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public float Delay { get; private set; } = 1f;
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/// <summary>
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/// The visual effect that plays during this operation
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/// </summary>
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[DataField("fx"), ViewVariables(VVAccess.ReadOnly)]
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public EntProtoId? Effect { get; private set; } = null;
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/// <summary>
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/// A list of rules that govern where the entity prototype can be contructed
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/// </summary>
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[DataField("rules"), ViewVariables(VVAccess.ReadOnly)]
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public HashSet<RcdConstructionRule> ConstructionRules { get; private set; } = new();
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/// <summary>
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/// The collision mask used for determining whether the entity prototype will fit into a target tile
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public CollisionGroup CollisionMask { get; private set; } = CollisionGroup.None;
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/// <summary>
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/// Specifies a set of custom collision bounds for determining whether the entity prototype will fit into a target tile
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/// </summary>
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/// <remarks>
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/// Should be set assuming that the entity faces south.
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/// Make sure that Rotation is set to RcdRotation.User if the entity is to be rotated by the user
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public Box2? CollisionBounds
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{
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get
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{
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return _collisionBounds;
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}
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private set
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{
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_collisionBounds = value;
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if (_collisionBounds != null)
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{
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var poly = new PolygonShape();
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poly.SetAsBox(_collisionBounds.Value);
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CollisionPolygon = poly;
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}
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}
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}
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private Box2? _collisionBounds = null;
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/// <summary>
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/// The polygon shape associated with the prototype CollisionBounds (if set)
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public PolygonShape? CollisionPolygon { get; private set; } = null;
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/// <summary>
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/// Governs how the local rotation of the constructed entity will be set
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public RcdRotation Rotation { get; private set; } = RcdRotation.User;
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}
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public enum RcdMode : byte
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{
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Invalid,
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Deconstruct,
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ConstructTile,
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ConstructObject,
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}
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// These are to be replaced with more flexible 'RulesRule' at a later time
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public enum RcdConstructionRule : byte
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{
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MustBuildOnEmptyTile, // Can only be built on empty space (e.g. lattice)
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CanBuildOnEmptyTile, // Can be built on empty space or replace an existing tile (e.g. hull plating)
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MustBuildOnSubfloor, // Can only be built on exposed subfloor (e.g. catwalks on lattice or hull plating)
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IsWindow, // The entity is a window and can be built on grilles
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IsCatwalk, // The entity is a catwalk
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}
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public enum RcdRotation : byte
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{
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Fixed, // The entity has a local rotation of zero
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Camera, // The rotation of the entity matches the local player camera
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User, // The entity can be rotated by the local player prior to placement
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}
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