Files
tbd-station-14/Content.Shared/Silicons/Borgs/Components/BorgModuleComponent.cs
Pieter-Jan Briers 1bebb3390c Borg type switching. (#32586)
* Borg type switching.

This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.

New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.

These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.

The modules that each borg type starts with:

* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning

Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.

Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.

The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.

Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.

The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.

There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.

* Fix sandbox failure due to collection expression.

* Module tweak

Fix salvage borg modules still having research/lathe recipes

Engie borg has regular tool module, not advanced.

* Fix inventory system breakage

* Fix migrations

Some things were missing

* Guidebook rewordings & review

* MinWidth on confirm selection button
2024-11-14 11:08:35 -06:00

42 lines
1.2 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Silicons.Borgs.Components;
/// <summary>
/// This is used for modules that can be inserted into borgs
/// to give them unique abilities and attributes.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedBorgSystem))]
[AutoGenerateComponentState]
public sealed partial class BorgModuleComponent : Component
{
/// <summary>
/// The entity this module is installed into
/// </summary>
[DataField("installedEntity")]
public EntityUid? InstalledEntity;
public bool Installed => InstalledEntity != null;
/// <summary>
/// If true, this is a "default" module that cannot be removed from a borg.
/// </summary>
[DataField]
[AutoNetworkedField]
public bool DefaultModule;
}
/// <summary>
/// Raised on a module when it is installed in order to add specific behavior to an entity.
/// </summary>
/// <param name="ChassisEnt"></param>
[ByRefEvent]
public readonly record struct BorgModuleInstalledEvent(EntityUid ChassisEnt);
/// <summary>
/// Raised on a module when it's uninstalled in order to
/// </summary>
/// <param name="ChassisEnt"></param>
[ByRefEvent]
public readonly record struct BorgModuleUninstalledEvent(EntityUid ChassisEnt);