39 lines
1.4 KiB
C#
39 lines
1.4 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Shared.DeviceLinking;
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[RegisterComponent]
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[NetworkedComponent] // for interactions. Actual state isn't currently synced.
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[Access(typeof(SharedDeviceLinkSystem))]
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public sealed partial class DeviceLinkSinkComponent : Component
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{
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/// <summary>
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/// The ports this sink has
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/// </summary>
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[DataField("ports", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<SinkPortPrototype>))]
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public HashSet<string>? Ports;
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/// <summary>
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/// Used for removing a sink from all linked sources when it gets removed
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/// </summary>
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[DataField("links")]
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public HashSet<EntityUid> LinkedSources = new();
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/// <summary>
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/// Counts the amount of times a sink has been invoked for severing the link if this counter gets to high
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/// The counter is counted down by one every tick if it's higher than 0
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/// This is for preventing infinite loops
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/// </summary>
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[DataField("invokeCounter")]
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public int InvokeCounter;
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/// <summary>
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/// How high the invoke counter is allowed to get before the links to the sink are removed and the DeviceLinkOverloadedEvent gets raised
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/// If the invoke limit is smaller than 1 the sink can't overload
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("invokeLimit")]
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public int InvokeLimit = 10;
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}
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