* Add door electronics configuration menu * Use file-scoped namespaces Signed-off-by: c4llv07e <kseandi@gmail.com> * Open door electronics configuration menu only with network configurator Signed-off-by: c4llv07e <kseandi@gmail.com> * Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized Signed-off-by: c4llv07e <kseandi@gmail.com> * Make the access list in the id card computer a separate control Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix merge conflict Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove DoorElectronics tag Signed-off-by: c4llv07e <kseandi@gmail.com> * Integrate doors with #17927 Signed-off-by: c4llv07e <kseandi@gmail.com> * Move door electornics ui stuff to the right place Signed-off-by: c4llv07e <kseandi@gmail.com> * Some review fixes Signed-off-by: c4llv07e <kseandi@gmail.com> * More fixes Signed-off-by: c4llv07e <kseandi@gmail.com> * review fix Signed-off-by: c4llv07e <kseandi@gmail.com> * move all accesses from airlock prototypes to door electronics Signed-off-by: c4llv07e <kseandi@gmail.com> * rework door electronics config access list Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove Linq from the door electronics user interface * [WIP] Add EntityWhitelist to the activatable ui component Signed-off-by: c4llv07e <kseandi@gmail.com> * Better interaction system Signed-off-by: c4llv07e <kseandi@gmail.com> * Refactor Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix some door electronics not working without AccessReaderComponent Signed-off-by: c4llv07e <kseandi@gmail.com> * Move AccessReaderComponent update code to the AccessReaderSystem Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unnecesary newlines in the door access prototypes Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unused variables in access level control Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unnecessary method from the door electronics configuration menu Signed-off-by: c4llv07e <kseandi@gmail.com> * [WIP] change access type from string to ProtoId<AccessLevelPrototype> Signed-off-by: c4llv07e <kseandi@gmail.com> * Remove unused methods Signed-off-by: c4llv07e <kseandi@gmail.com> * Newline fix Signed-off-by: c4llv07e <kseandi@gmail.com> * Restored to a functional state Signed-off-by: c4llv07e <kseandi@gmail.com> * Fix access configurator not working with door electronics AccessReaderComponent Signed-off-by: c4llv07e <kseandi@gmail.com> * Replace all string access fields with ProtoId Signed-off-by: c4llv07e <kseandi@gmail.com> * move access level control initialization into Populate method Signed-off-by: c4llv07e <kseandi@gmail.com> * Review --------- Signed-off-by: c4llv07e <kseandi@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
142 lines
3.5 KiB
C#
142 lines
3.5 KiB
C#
using Content.Shared.Access;
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using Content.Shared.Maps;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Random;
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/// <summary>
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/// Rules-based item selection. Can be used for any sort of conditional selection
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/// Every single condition needs to be true for this to be selected.
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/// e.g. "choose maintenance audio if 90% of tiles nearby are maintenance tiles"
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/// </summary>
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[Prototype("rules")]
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public sealed partial class RulesPrototype : IPrototype
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{
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[IdDataField] public string ID { get; } = string.Empty;
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[DataField("rules", required: true)]
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public List<RulesRule> Rules = new();
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}
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class RulesRule
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{
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}
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/// <summary>
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/// Returns true if the attached entity is in space.
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/// </summary>
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public sealed partial class InSpaceRule : RulesRule
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{
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}
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/// <summary>
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/// Checks for entities matching the whitelist in range.
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/// This is more expensive than <see cref="NearbyComponentsRule"/> so prefer that!
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/// </summary>
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public sealed partial class NearbyEntitiesRule : RulesRule
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{
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/// <summary>
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/// How many of the entity need to be nearby.
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/// </summary>
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[DataField("count")]
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public int Count = 1;
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[DataField("whitelist", required: true)]
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public EntityWhitelist Whitelist = new();
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[DataField("range")]
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public float Range = 10f;
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}
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public sealed partial class NearbyTilesPercentRule : RulesRule
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{
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/// <summary>
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/// If there are anchored entities on the tile do we ignore the tile.
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/// </summary>
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[DataField("ignoreAnchored")] public bool IgnoreAnchored;
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[DataField("percent", required: true)]
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public float Percent;
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[DataField("tiles", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<ContentTileDefinition>))]
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public List<string> Tiles = new();
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[DataField("range")]
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public float Range = 10f;
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}
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/// <summary>
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/// Always returns true. Used for fallbacks.
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/// </summary>
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public sealed partial class AlwaysTrueRule : RulesRule
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{
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}
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/// <summary>
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/// Returns true if on a grid or in range of one.
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/// </summary>
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public sealed partial class GridInRangeRule : RulesRule
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{
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[DataField("range")]
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public float Range = 10f;
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[DataField("inverted")]
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public bool Inverted = false;
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}
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/// <summary>
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/// Returns true if griduid and mapuid match (AKA on 'planet').
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/// </summary>
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public sealed partial class OnMapGridRule : RulesRule
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{
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}
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/// <summary>
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/// Checks for an entity nearby with the specified access.
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/// </summary>
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public sealed partial class NearbyAccessRule : RulesRule
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{
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// This exists because of doorelectronics contained inside doors.
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/// <summary>
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/// Does the access entity need to be anchored.
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/// </summary>
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[DataField("anchored")]
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public bool Anchored = true;
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/// <summary>
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/// Count of entities that need to be nearby.
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/// </summary>
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[DataField("count")]
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public int Count = 1;
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[DataField("access", required: true)]
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public List<ProtoId<AccessLevelPrototype>> Access = new();
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[DataField("range")]
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public float Range = 10f;
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}
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public sealed partial class NearbyComponentsRule : RulesRule
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{
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/// <summary>
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/// Does the entity need to be anchored.
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/// </summary>
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[DataField("anchored")]
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public bool Anchored;
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[DataField("count")] public int Count;
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[DataField("components", required: true)]
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public ComponentRegistry Components = default!;
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[DataField("range")]
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public float Range = 10f;
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}
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