Files
tbd-station-14/Content.Shared/StepTrigger/Components/StepTriggerComponent.cs
KISS 54dd273f66 Landmine stepoff (#22962)
* make landmine work on stepping off

* update methods naming

* made both step modes possible

* updated stepoff event raise to not interfere with game physics internals

* added comments

* figuring out how audiosystem works

* added beep sound effect, updated how stepoff trigger works to make it more consistent

* updated source in attributions.yml

* made stepoff working every time

* introduced suggested changes

* updated janitor's WetSignMine to have audio

* made cleaner events and bashing my head at OnEndCollide event raise

* inverted conditional where applicable

* review

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Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-03-24 16:33:45 +11:00

68 lines
2.1 KiB
C#

using Content.Shared.StepTrigger.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.StepTrigger.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerComponent : Component
{
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> Colliding = new();
/// <summary>
/// The list of entities that are standing on this entity,
/// which shouldn't be able to trigger it again until stepping off.
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> CurrentlySteppedOn = new();
/// <summary>
/// Whether or not this component will currently try to trigger for entities.
/// </summary>
[DataField, AutoNetworkedField]
public bool Active = true;
/// <summary>
/// Ratio of shape intersection for a trigger to occur.
/// </summary>
[DataField, AutoNetworkedField]
public float IntersectRatio = 0.3f;
/// <summary>
/// Entities will only be triggered if their speed exceeds this limit.
/// </summary>
[DataField, AutoNetworkedField]
public float RequiredTriggeredSpeed = 3.5f;
/// <summary>
/// If any entities occupy the blacklist on the same tile then steptrigger won't work.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
/// <summary>
/// If this is true, steptrigger will still occur on entities that are in air / weightless. They do not
/// by default.
/// </summary>
[DataField, AutoNetworkedField]
public bool IgnoreWeightless;
/// <summary>
/// Does this have separate "StepOn" and "StepOff" triggers.
/// </summary>
[DataField, AutoNetworkedField]
public bool StepOn = false;
}
[RegisterComponent]
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerActiveComponent : Component
{
}