* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
96 lines
3.4 KiB
C#
96 lines
3.4 KiB
C#
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
|
|
namespace Content.Shared.Stacks
|
|
{
|
|
[RegisterComponent, NetworkedComponent]
|
|
public sealed class StackComponent : Component
|
|
{
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("stackType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<StackPrototype>))]
|
|
public string StackTypeId { get; private set; } = default!;
|
|
|
|
/// <summary>
|
|
/// Current stack count.
|
|
/// Do NOT set this directly, use the <see cref="SharedStackSystem.SetCount"/> method instead.
|
|
/// </summary>
|
|
[DataField("count")]
|
|
public int Count { get; set; } = 30;
|
|
|
|
/// <summary>
|
|
/// Max amount of things that can be in the stack.
|
|
/// Overrides the max defined on the stack prototype.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
[DataField("maxCountOverride")]
|
|
public int? MaxCountOverride { get; set; }
|
|
|
|
/// <summary>
|
|
/// Set to true to not reduce the count when used.
|
|
/// Note that <see cref="Count"/> still limits the amount that can be used at any one time.
|
|
/// </summary>
|
|
[DataField("unlimited")]
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public bool Unlimited { get; set; }
|
|
|
|
/// <summary>
|
|
/// Lingering stacks will remain present even when there are no items.
|
|
/// Instead, they will become transparent.
|
|
/// </summary>
|
|
[DataField("lingering"), ViewVariables(VVAccess.ReadWrite)]
|
|
public bool Lingering;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool ThrowIndividually { get; set; } = false;
|
|
|
|
[ViewVariables]
|
|
public bool UiUpdateNeeded { get; set; }
|
|
|
|
/// <summary>
|
|
/// Default IconLayer stack.
|
|
/// </summary>
|
|
[DataField("baseLayer")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public string BaseLayer = "";
|
|
|
|
/// <summary>
|
|
/// Determines if the visualizer uses composite or non-composite layers for icons. Defaults to false.
|
|
///
|
|
/// <list type="bullet">
|
|
/// <item>
|
|
/// <description>false: they are opaque and mutually exclusive (e.g. sprites in a cable coil). <b>Default value</b></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <description>true: they are transparent and thus layered one over another in ascending order first</description>
|
|
/// </item>
|
|
/// </list>
|
|
///
|
|
/// </summary>
|
|
[DataField("composite")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool IsComposite;
|
|
|
|
/// <summary>
|
|
/// Sprite layers used in stack visualizer. Sprites first in layer correspond to lower stack states
|
|
/// e.g. <code>_spriteLayers[0]</code> is lower stack level than <code>_spriteLayers[1]</code>.
|
|
/// </summary>
|
|
[DataField("layerStates")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public List<string> LayerStates = new();
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class StackComponentState : ComponentState
|
|
{
|
|
public int Count { get; }
|
|
public int MaxCount { get; }
|
|
|
|
public StackComponentState(int count, int maxCount)
|
|
{
|
|
Count = count;
|
|
MaxCount = maxCount;
|
|
}
|
|
}
|
|
}
|