Files
tbd-station-14/Content.Shared/Singularity/Components/ContainmentFieldGeneratorComponent.cs
Alice "Arimah" Heurlin 2b92ec79f7 Prevent fly-by fixture from powering containment field generator (#29225)
* Prevent fly-by fixture from powering containment field generator

* Update according to review
2024-06-19 19:51:07 -04:00

137 lines
4.0 KiB
C#

using Content.Shared.Physics;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class ContainmentFieldGeneratorComponent : Component
{
private int _powerBuffer;
/// <summary>
/// Store power with a cap. Decrease over time if not being powered from source.
/// </summary>
[DataField("powerBuffer")]
public int PowerBuffer
{
get => _powerBuffer;
set => _powerBuffer = Math.Clamp(value, 0, 25); //have this decrease over time if not hit by a bolt
}
/// <summary>
/// The minimum the field generator needs to start generating a connection
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerMinimum")]
public int PowerMinimum = 6;
/// <summary>
/// How much power should this field generator receive from a collision
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("power")]
public int PowerReceived = 3;
/// <summary>
/// How much power should this field generator lose if not powered?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerLoss")]
public int PowerLoss = 2;
/// <summary>
/// Used to check if it's received power recently.
/// </summary>
[DataField("accumulator")]
public float Accumulator;
/// <summary>
/// How many seconds should the generators wait before losing power?
/// </summary>
[DataField("threshold")]
public float Threshold = 20f;
/// <summary>
/// How many tiles should this field check before giving up?
/// </summary>
[DataField("maxLength")]
public float MaxLength = 8F;
/// <summary>
/// What collision should power this generator?
/// It really shouldn't be anything but an emitter bolt but it's here for fun.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("idTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
public string IDTag = "EmitterBolt";
/// <summary>
/// Which fixture ID should test collision with from the entity that powers the generator?
/// Prevents the generator from being powered by fly-by fixtures.
/// </summary>
[DataField]
public string SourceFixtureId = "projectile";
/// <summary>
/// Is the generator toggled on?
/// </summary>
[ViewVariables]
public bool Enabled;
/// <summary>
/// Is this generator connected to fields?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool IsConnected;
/// <summary>
/// The masks the raycast should not go through
/// </summary>
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.Impassable | CollisionGroup.MachineMask | CollisionGroup.Opaque);
/// <summary>
/// A collection of connections that the generator has based on direction.
/// Stores a list of fields connected between generators in this direction.
/// </summary>
[ViewVariables]
public Dictionary<Direction, (Entity<ContainmentFieldGeneratorComponent>, List<EntityUid>)> Connections = new();
/// <summary>
/// What fields should this spawn?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("createdField", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string CreatedField = "ContainmentField";
}
[Serializable, NetSerializable]
public enum ContainmentFieldGeneratorVisuals : byte
{
PowerLight,
FieldLight,
OnLight,
}
[Serializable, NetSerializable]
public enum PowerLevelVisuals : byte
{
NoPower,
LowPower,
MediumPower,
HighPower,
}
[Serializable, NetSerializable]
public enum FieldLevelVisuals : byte
{
NoLevel,
On,
OneField,
MultipleFields,
}