Files
tbd-station-14/Content.Shared/ProximityDetection/Components/ProximityDetectorComponent.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

44 lines
1.5 KiB
C#

using Content.Shared.FixedPoint;
using Content.Shared.ProximityDetection.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.ProximityDetection.Components;
/// <summary>
/// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
public sealed partial class ProximityDetectorComponent : Component
{
/// <summary>
/// The criteria used to filter entities
/// Note: RequireAll is only supported for tags, all components are required to count as a match!
/// </summary>
[DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist Criteria = new();
/// <summary>
/// Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? TargetEnt;
/// <summary>
/// Distance to Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Distance = -1;
/// <summary>
/// The farthest distance to search for targets
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Range = 10f;
// TODO: use timespans not this
public float AccumulatedFrameTime;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float UpdateRate = 0.3f;
}