* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
using Content.Shared.RCD.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.RCD.Components;
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/// <summary>
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/// Main component for the RCD
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/// Optionally uses LimitedChargesComponent.
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/// Charges can be refilled with RCD ammo
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(RCDSystem))]
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public sealed partial class RCDComponent : Component
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{
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/// <summary>
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/// List of RCD prototypes that the device comes loaded with
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<ProtoId<RCDPrototype>> AvailablePrototypes { get; set; } = new();
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/// <summary>
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/// Sound that plays when a RCD operation successfully completes
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/// </summary>
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[DataField]
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public SoundSpecifier SuccessSound { get; set; } = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
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/// <summary>
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/// The ProtoId of the currently selected RCD prototype
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/// </summary>
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[DataField, AutoNetworkedField]
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public ProtoId<RCDPrototype> ProtoId { get; set; } = "Invalid";
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/// <summary>
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/// A cached copy of currently selected RCD prototype
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/// </summary>
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/// <remarks>
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/// If the ProtoId is changed, make sure to update the CachedPrototype as well
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/// </remarks>
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[ViewVariables(VVAccess.ReadOnly)]
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public RCDPrototype CachedPrototype { get; set; } = default!;
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/// <summary>
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/// The direction constructed entities will face upon spawning
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/// </summary>
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[DataField, AutoNetworkedField]
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public Direction ConstructionDirection
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{
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get
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{
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return _constructionDirection;
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}
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set
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{
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_constructionDirection = value;
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ConstructionTransform = new Transform(new(), _constructionDirection.ToAngle());
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}
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}
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private Direction _constructionDirection = Direction.South;
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/// <summary>
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/// Returns a rotated transform based on the specified ConstructionDirection
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/// </summary>
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/// <remarks>
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/// Contains no position data
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/// </remarks>
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[ViewVariables(VVAccess.ReadOnly)]
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public Transform ConstructionTransform { get; private set; } = default!;
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}
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