Files
tbd-station-14/Content.Shared/Teleportation/Components/PortalComponent.cs
metalgearsloth 2166958bd0 AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes

Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.

* Also catch these
2024-01-03 17:24:02 +11:00

57 lines
2.3 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Teleportation.Components;
/// <summary>
/// Marks an entity as being a 'portal' which teleports entities sent through it to linked entities.
/// Relies on <see cref="LinkedEntityComponent"/> being set up.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PortalComponent : Component
{
/// <summary>
/// Sound played on arriving to this portal, centered on the destination.
/// The arrival sound of the entered portal will play if the destination is not a portal.
/// </summary>
[DataField("arrivalSound")]
public SoundSpecifier ArrivalSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
/// <summary>
/// Sound played on departing from this portal, centered on the original portal.
/// </summary>
[DataField("departureSound")]
public SoundSpecifier DepartureSound = new SoundPathSpecifier("/Audio/Effects/teleport_departure.ogg");
/// <summary>
/// If no portals are linked, the subject will be teleported a random distance at maximum this far away.
/// </summary>
[DataField("maxRandomRadius"), ViewVariables(VVAccess.ReadWrite)]
public float MaxRandomRadius = 7.0f;
/// <summary>
/// If false, this portal will fail to teleport and fizzle out if attempting to send an entity to a different map
/// </summary>
/// <remarks>
/// Shouldn't be able to teleport people to centcomm or the eshuttle from the station
/// </remarks>
[DataField("canTeleportToOtherMaps"), ViewVariables(VVAccess.ReadWrite)]
public bool CanTeleportToOtherMaps = false;
/// <summary>
/// Maximum distance that portals can teleport to, in all cases. Mostly this matters for linked portals.
/// Null means no restriction on distance.
/// </summary>
/// <remarks>
/// Obviously this should strictly be larger than <see cref="MaxRandomRadius"/> (or null)
/// </remarks>
[DataField("maxTeleportRadius"), ViewVariables(VVAccess.ReadWrite)]
public float? MaxTeleportRadius;
/// <summary>
/// Should we teleport randomly if nothing is linked.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool RandomTeleport = true;
}