Files
tbd-station-14/Content.Server/Shuttles/Components/FTLComponent.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00

52 lines
1.5 KiB
C#

using Content.Shared.Shuttles.Systems;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Shuttles.Components;
/// <summary>
/// Added to a component when it is queued or is travelling via FTL.
/// </summary>
[RegisterComponent]
public sealed partial class FTLComponent : Component
{
[ViewVariables]
public FTLState State = FTLState.Available;
[ViewVariables(VVAccess.ReadWrite)]
public float StartupTime = 0f;
[ViewVariables(VVAccess.ReadWrite)]
public float TravelTime = 0f;
[ViewVariables(VVAccess.ReadWrite)]
public float Accumulator = 0f;
/// <summary>
/// Coordinates to arrive it: May be relative to another grid (for docking) or map coordinates.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public EntityCoordinates TargetCoordinates;
[DataField]
public Angle TargetAngle;
/// <summary>
/// If we're docking after FTL what is the prioritised dock tag (if applicable).
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public ProtoId<TagPrototype>? PriorityTag;
[ViewVariables(VVAccess.ReadWrite), DataField("soundTravel")]
public SoundSpecifier? TravelSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_progress.ogg")
{
Params = AudioParams.Default.WithVolume(-3f).WithLoop(true)
};
[DataField]
public EntityUid? TravelStream;
}