* hamster fixes + entitystorage tweaks * make this datafield work * make this shit work better
134 lines
4.5 KiB
C#
134 lines
4.5 KiB
C#
using Content.Server.Atmos;
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using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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namespace Content.Server.Storage.Components;
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[RegisterComponent]
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public sealed class EntityStorageComponent : Component, IGasMixtureHolder
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{
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public readonly float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
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public const float GasMixVolume = 70f;
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public static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
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public TimeSpan LastInternalOpenAttempt;
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/// <summary>
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/// Collision masks that get removed when the storage gets opened.
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/// </summary>
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public readonly int MasksToRemove = (int) (
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CollisionGroup.MidImpassable |
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CollisionGroup.HighImpassable |
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CollisionGroup.LowImpassable);
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/// <summary>
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/// Collision masks that were removed from ANY layer when the storage was opened;
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/// </summary>
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[DataField("removedMasks")]
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public int RemovedMasks;
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[DataField("capacity")]
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public int Capacity = 30;
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[DataField("isCollidableWhenOpen")]
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public bool IsCollidableWhenOpen;
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/// <summary>
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/// If true, it opens the storage when the entity inside of it moves
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/// If false, it prevents the storage from opening when the entity inside of it moves.
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/// This is for objects that you want the player to move while inside, like large cardboard boxes, without opening the storage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("openOnMove")]
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public bool OpenOnMove = true;
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//The offset for where items are emptied/vacuumed for the EntityStorage.
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[DataField("enteringOffset")]
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public Vector2 EnteringOffset = new(0, 0);
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//The collision groups checked, so that items are depositied or grabbed from inside walls.
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[DataField("enteringOffsetCollisionFlags")]
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public readonly CollisionGroup EnteringOffsetCollisionFlags = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
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[DataField("enteringRange")]
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public float EnteringRange = 0.18f;
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[DataField("showContents")]
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public bool ShowContents;
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[DataField("occludesLight")]
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public bool OccludesLight = true;
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[DataField("deleteContentsOnDestruction"), ViewVariables(VVAccess.ReadWrite)]
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public bool DeleteContentsOnDestruction = false;
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/// <summary>
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/// Whether or not the container is sealed and traps air inside of it
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/// </summary>
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[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight = true;
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[DataField("open")]
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public bool Open;
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[DataField("closeSound")]
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public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/Effects/closetclose.ogg");
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[DataField("openSound")]
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public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/Effects/closetopen.ogg");
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/// <summary>
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/// Whitelist for what entities are allowed to be inserted into this container. If this is not null, the
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/// standard requirement that the entity must be an item or mob is waived.
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/// </summary>
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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[ViewVariables]
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public Container Contents = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsWeldedShut;
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/// <summary>
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/// Gas currently contained in this entity storage.
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/// None while open. Grabs gas from the atmosphere when closed, and exposes any entities inside to it.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public GasMixture Air { get; set; } = new (GasMixVolume);
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}
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public sealed class InsertIntoEntityStorageAttemptEvent : CancellableEntityEventArgs { }
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public sealed class StoreMobInItemContainerAttemptEvent : CancellableEntityEventArgs
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{
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public bool Handled = false;
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}
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public sealed class StorageOpenAttemptEvent : CancellableEntityEventArgs
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{
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public bool Silent = false;
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public StorageOpenAttemptEvent (bool silent = false)
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{
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Silent = silent;
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}
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}
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public sealed class StorageAfterOpenEvent : EventArgs { }
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public sealed class StorageCloseAttemptEvent : CancellableEntityEventArgs { }
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public sealed class StorageBeforeCloseEvent : EventArgs
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{
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public HashSet<EntityUid> Contents;
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/// <summary>
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/// Entities that will get inserted, regardless of any insertion or whitelist checks.
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/// </summary>
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public HashSet<EntityUid> BypassChecks = new();
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public StorageBeforeCloseEvent(HashSet<EntityUid> contents)
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{
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Contents = contents;
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}
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}
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public sealed class StorageAfterCloseEvent : EventArgs { }
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