* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
121 lines
4.4 KiB
C#
121 lines
4.4 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Light.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Tools;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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using Robust.Shared.Utility;
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namespace Content.Shared.Maps
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{
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[Prototype("tile")]
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public sealed partial class ContentTileDefinition : IPrototype, IInheritingPrototype, ITileDefinition
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{
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[ValidatePrototypeId<ToolQualityPrototype>]
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public const string PryingToolQuality = "Prying";
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public const string SpaceID = "Space";
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[ParentDataFieldAttribute(typeof(AbstractPrototypeIdArraySerializer<ContentTileDefinition>))]
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public string[]? Parents { get; private set; }
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[NeverPushInheritance]
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[AbstractDataFieldAttribute]
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public bool Abstract { get; private set; }
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[IdDataField] public string ID { get; private set; } = string.Empty;
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public ushort TileId { get; private set; }
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[DataField("name")]
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public string Name { get; private set; } = "";
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[DataField("sprite")] public ResPath? Sprite { get; private set; }
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[DataField("edgeSprites")] public Dictionary<Direction, ResPath> EdgeSprites { get; private set; } = new();
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[DataField("edgeSpritePriority")] public int EdgeSpritePriority { get; private set; } = 0;
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[DataField("isSubfloor")] public bool IsSubFloor { get; private set; }
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[DataField("baseTurf")]
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public string BaseTurf { get; private set; } = string.Empty;
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[DataField]
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public PrototypeFlags<ToolQualityPrototype> DeconstructTools { get; set; } = new();
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/// <remarks>
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/// Legacy AF but nice to have.
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/// </remarks>
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public bool CanCrowbar => DeconstructTools.Contains(PryingToolQuality);
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/// <summary>
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/// These play when the mob has shoes on.
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/// </summary>
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[DataField("footstepSounds")] public SoundSpecifier? FootstepSounds { get; private set; }
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/// <summary>
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/// These play when the mob has no shoes on.
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/// </summary>
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[DataField("barestepSounds")] public SoundSpecifier? BarestepSounds { get; private set; } = new SoundCollectionSpecifier("BarestepHard");
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/// <summary>
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/// Base friction modifier for this tile.
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/// </summary>
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[DataField("friction")] public float Friction { get; set; } = 1f;
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[DataField("variants")] public byte Variants { get; set; } = 1;
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/// <summary>
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/// This controls what variants the `variantize` command is allowed to use.
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/// </summary>
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[DataField("placementVariants")] public float[] PlacementVariants { get; set; } = { 1f };
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[DataField("thermalConductivity")] public float ThermalConductivity = 0.04f;
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// Heat capacity is opt-in, not opt-out.
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[DataField("heatCapacity")] public float HeatCapacity = Atmospherics.MinimumHeatCapacity;
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[DataField("itemDrop", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ItemDropPrototypeName { get; private set; } = "FloorTileItemSteel";
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// TODO rename data-field in yaml
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/// <summary>
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/// Whether or not the tile is exposed to the map's atmosphere.
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/// </summary>
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[DataField("isSpace")] public bool MapAtmosphere { get; private set; }
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/// <summary>
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/// Friction override for mob mover in <see cref="SharedMoverController"/>
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/// </summary>
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[DataField("mobFriction")]
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public float? MobFriction { get; private set; }
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/// <summary>
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/// Accel override for mob mover in <see cref="SharedMoverController"/>
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/// </summary>
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[DataField("mobAcceleration")]
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public float? MobAcceleration { get; private set; }
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[DataField("sturdy")] public bool Sturdy { get; private set; } = true;
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/// <summary>
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/// Can weather affect this tile.
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/// </summary>
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[DataField("weather")] public bool Weather = false;
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/// <summary>
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/// Is this tile immune to RCD deconstruct.
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/// </summary>
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[DataField("indestructible")] public bool Indestructible = false;
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public void AssignTileId(ushort id)
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{
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TileId = id;
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}
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}
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}
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