* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using Content.Shared.Teleportation.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Represents an entity which is linked to other entities (perhaps portals), and which can be walked through/
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/// thrown into to teleport an entity.
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/// </summary>
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[RegisterComponent, Access(typeof(LinkedEntitySystem)), NetworkedComponent]
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public sealed class LinkedEntityComponent : Component
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{
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/// <summary>
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/// The entities that this entity is linked to.
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/// </summary>
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[DataField("linkedEntities")]
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public HashSet<EntityUid> LinkedEntities = new();
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/// <summary>
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/// Should this entity be deleted if all of its links are removed?
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/// </summary>
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[DataField("deleteOnEmptyLinks")]
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public bool DeleteOnEmptyLinks = false;
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}
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[Serializable, NetSerializable]
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public sealed class LinkedEntityComponentState : ComponentState
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{
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public HashSet<EntityUid> LinkedEntities;
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public LinkedEntityComponentState(HashSet<EntityUid> linkedEntities)
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{
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LinkedEntities = linkedEntities;
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}
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}
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[Serializable, NetSerializable]
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public enum LinkedEntityVisuals : byte
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{
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HasAnyLinks
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}
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