137 lines
4.0 KiB
C#
137 lines
4.0 KiB
C#
using Content.Shared.Alert;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components;
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public enum StrapPosition
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[RegisterComponent, NetworkedComponent]
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public sealed class StrapComponent : Component
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{
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField("position")]
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public StrapPosition Position { get; set; } = StrapPosition.None;
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/// <summary>
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/// The entity that is currently buckled here
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/// </summary>
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public readonly HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// The distance above which a buckled entity will be automatically unbuckled.
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/// Don't change it unless you really have to
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/// </summary>
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[DataField("maxBuckleDistance", required: false)]
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public float MaxBuckleDistance = 0.1f;
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/// <summary>
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/// Gets and clamps the buckle offset to MaxBuckleDistance
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/// </summary>
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public Vector2 BuckleOffset => Vector2.Clamp(
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BuckleOffsetUnclamped,
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Vector2.One * -MaxBuckleDistance,
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Vector2.One * MaxBuckleDistance);
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
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/// </summary>
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[DataField("buckleOffset", required: false)]
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[Access(Other = AccessPermissions.ReadWrite)]
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public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
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/// <summary>
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/// The angle in degrees to rotate the player by when they get strapped
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/// </summary>
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[DataField("rotation")]
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public int Rotation { get; set; }
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[DataField("size")]
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public int Size { get; set; } = 100;
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/// <summary>
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/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
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/// </summary>
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public bool Enabled { get; set; } = true;
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/// <summary>
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/// You can specify the offset the entity will have after unbuckling.
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/// </summary>
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[DataField("unbuckleOffset", required: false)]
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public Vector2 UnbuckleOffset = Vector2.Zero;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[DataField("buckleSound")]
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public SoundSpecifier BuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[DataField("unbuckleSound")]
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public SoundSpecifier UnbuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[DataField("buckledAlertType")]
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public AlertType BuckledAlertType { get; } = AlertType.Buckled;
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/// <summary>
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/// The sum of the sizes of all the buckled entities in this strap
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/// </summary>
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public int OccupiedSize { get; set; }
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}
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[Serializable, NetSerializable]
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public sealed class StrapComponentState : ComponentState
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{
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/// <summary>
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/// The change in position that this strap makes to the strapped mob
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/// </summary>
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public StrapPosition Position;
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public float MaxBuckleDistance;
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public Vector2 BuckleOffsetClamped;
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public HashSet<EntityUid> BuckledEntities;
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public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
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{
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Position = position;
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BuckleOffsetClamped = offset;
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BuckledEntities = buckled;
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MaxBuckleDistance = maxBuckleDistance;
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}
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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State
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}
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