Files
tbd-station-14/Content.Shared/Holopad/HolopadComponent.cs
chromiumboy 7780b867ac Holopads (#32711)
* Initial resources commit

* Initial code commit

* Added additional resources

* Continuing to build holopad and telephone systems

* Added hologram shader

* Added hologram system and entity

* Holo calls now have a hologram of the user appear on them

* Initial implementation of holopads transmitting nearby chatter

* Added support for linking across multiple telephones/holopads/entities

* Fixed a bunch of bugs

* Tried simplifying holopad entity dependence, added support for mid-call user switching

* Replaced PVS expansion with manually networked sprite states

* Adjusted volume of ring tone

* Added machine board

* Minor features and tweaks

* Resolving merge conflict

* Recommit audio attributions

* Telephone chat adjustments

* Added support for AI interactions with holopads

* Building the holopad UI

* Holopad UI finished

* Further UI tweaks

* Station AI can hear local chatter when being projected from a holopad

* Minor bug fixes

* Added wire panels to holopads

* Basic broadcasting

* Start of emergency broadcasting code

* Fixing issues with broadcasting

* More work on emergency broadcasting

* Updated holopad visuals

* Added cooldown text to emergency broadcast and control lock out screen

* Code clean up

* Fixed issue with timing

* Broadcasting now requires command access

* Fixed some bugs

* Added multiple holopad prototypes with different ranges

* The AI no longer requires power to interact with holopads

* Fixed some additional issues

* Addressing more issues

* Added emote support for holograms

* Changed the broadcast lockout durations to their proper values

* Added AI vision wire to holopads

* Bug fixes

* AI vision and interaction wires can be added to the same wire panel

* Fixed error

* More bug fixes

* Fixed test fail

* Embellished the emergency call lock out window

* Holopads play borg sounds when speaking

* Borg and AI names are listed as the caller ID on the holopad

* Borg chassis can now be seen on holopad holograms

* Holopad returns to a machine frame when badly damaged

* Clarified some text

* Fix merge conflict

* Fixed merge conflict

* Fixing merge conflict

* Fixing merge conflict

* Fixing merge conflict

* Offset menu on open

* AI can alt click on holopads to activate the projector

* Bug fixes for intellicard interactions

* Fixed speech issue with intellicards

* The UI automatically opens for the AI when it alt-clicks on the holopad

* Simplified shader math

* Telephones will auto hang up 60 seconds after the last person on a call stops speaking

* Added better support for AI requests when multiple AI cores are on the station

* The call controls pop up for the AI when they accept a summons from a holopad

* Compatibility mode fix for the hologram shader

* Further shader fixes for compatibility mode

* File clean up

* More cleaning up

* Removed access requirements from quantum holopads so they can used by nukies

* The title of the holopad window now reflects the name of the device

* Linked telephones will lose their connection if both move out of range of each other
2024-12-17 20:18:15 +01:00

134 lines
3.9 KiB
C#

using Content.Shared.Telephone;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Holopad;
/// <summary>
/// Holds data pertaining to holopads
/// </summary>
/// <remarks>
/// Holopads also require a <see cref="TelephoneComponent"/> to function
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedHolopadSystem))]
public sealed partial class HolopadComponent : Component
{
/// <summary>
/// The entity being projected by the holopad
/// </summary>
[ViewVariables]
public Entity<HolopadHologramComponent>? Hologram;
/// <summary>
/// The entity using the holopad
/// </summary>
[ViewVariables]
public Entity<HolopadUserComponent>? User;
/// <summary>
/// Proto ID for the user's hologram
/// </summary>
[DataField]
public EntProtoId? HologramProtoId;
/// <summary>
/// The entity that has locked out the controls of this device
/// </summary>
[ViewVariables, AutoNetworkedField]
public EntityUid? ControlLockoutOwner = null;
/// <summary>
/// The game tick the control lockout was initiated
/// </summary>
[ViewVariables, AutoNetworkedField]
public TimeSpan ControlLockoutStartTime;
/// <summary>
/// The duration that the control lockout will last in seconds
/// </summary>
[DataField]
public float ControlLockoutDuration { get; private set; } = 90f;
/// <summary>
/// The duration before the controls can be lockout again in seconds
/// </summary>
[DataField]
public float ControlLockoutCoolDown { get; private set; } = 180f;
}
#region: Event messages
/// <summary>
/// Data from by the server to the client for the holopad UI
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadBoundInterfaceState : BoundUserInterfaceState
{
public readonly Dictionary<NetEntity, string> Holopads;
public HolopadBoundInterfaceState(Dictionary<NetEntity, string> holopads)
{
Holopads = holopads;
}
}
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadStartNewCallMessage : BoundUserInterfaceMessage
{
public readonly NetEntity Receiver;
public HolopadStartNewCallMessage(NetEntity receiver)
{
Receiver = receiver;
}
}
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadAnswerCallMessage : BoundUserInterfaceMessage { }
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadEndCallMessage : BoundUserInterfaceMessage { }
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadStartBroadcastMessage : BoundUserInterfaceMessage { }
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadActivateProjectorMessage : BoundUserInterfaceMessage { }
/// <summary>
/// Triggers the server to send updated power monitoring console data to the client for the single player session
/// </summary>
[Serializable, NetSerializable]
public sealed class HolopadStationAiRequestMessage : BoundUserInterfaceMessage { }
#endregion
/// <summary>
/// Key to the Holopad UI
/// </summary>
[Serializable, NetSerializable]
public enum HolopadUiKey : byte
{
InteractionWindow,
InteractionWindowForAi,
AiActionWindow,
AiRequestWindow
}