* Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
147 lines
3.7 KiB
C#
147 lines
3.7 KiB
C#
using System;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components
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{
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public abstract class SharedStackComponent : Component
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{
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private const string SerializationCache = "stack";
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public sealed override string Name => "Stack";
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public sealed override uint? NetID => ContentNetIDs.STACK;
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private int _count;
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private int _maxCount;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual int Count
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{
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get => _count;
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set
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{
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_count = value;
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if (_count <= 0)
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{
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if (Owner.TryGetContainerMan(out var containerManager))
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{
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containerManager.Remove(Owner);
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}
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Owner.Delete();
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}
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Dirty();
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}
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}
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[ViewVariables]
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public int MaxCount
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{
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get => _maxCount;
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private set
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{
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_maxCount = value;
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Dirty();
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}
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}
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[ViewVariables] public int AvailableSpace => MaxCount - Count;
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[ViewVariables] public object StackType { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataFieldCached(ref _maxCount, "max", 50);
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serializer.DataFieldCached(ref _count, "count", MaxCount);
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if (serializer.Writing)
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{
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return;
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}
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if (serializer.TryGetCacheData(SerializationCache, out object stackType))
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{
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StackType = stackType;
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return;
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}
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if (serializer.TryReadDataFieldCached("stacktype", out string raw))
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{
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var refl = IoCManager.Resolve<IReflectionManager>();
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if (refl.TryParseEnumReference(raw, out var @enum))
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{
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stackType = @enum;
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}
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else
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{
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stackType = raw;
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}
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}
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else
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{
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stackType = Owner.Prototype.ID;
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}
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serializer.SetCacheData(SerializationCache, stackType);
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StackType = stackType;
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}
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public override ComponentState GetComponentState()
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{
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return new StackComponentState(Count, MaxCount);
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is StackComponentState cast))
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{
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return;
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}
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Count = cast.Count;
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MaxCount = cast.MaxCount;
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}
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[Serializable, NetSerializable]
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private sealed class StackComponentState : ComponentState
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{
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public int Count { get; }
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public int MaxCount { get; }
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public StackComponentState(int count, int maxCount) : base(ContentNetIDs.STACK)
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{
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Count = count;
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MaxCount = maxCount;
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}
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}
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}
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public enum StackType
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{
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Metal,
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Glass,
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ReinforcedGlass,
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Plasteel,
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Cable,
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Wood,
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MVCable,
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HVCable,
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Gold,
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Phoron,
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Ointment,
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Gauze,
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Brutepack,
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FloorTileSteel,
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FloorTileCarpet,
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FloorTileWhite,
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FloorTileDark,
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FloorTileWood,
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MetalRod
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}
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}
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