Files
tbd-station-14/Content.Shared/Clothing/Components/ClothingComponent.cs
to4no_fix 6567fa36e4 Adding shock collar and electropack (#30529)
* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-08-15 10:30:39 -04:00

124 lines
3.3 KiB
C#

using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.Inventory;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Clothing.Components;
/// <summary>
/// This handles entities which can be equipped.
/// </summary>
[NetworkedComponent]
[RegisterComponent]
[Access(typeof(ClothingSystem), typeof(InventorySystem))]
public sealed partial class ClothingComponent : Component
{
[DataField("clothingVisuals")]
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
/// <summary>
/// The name of the layer in the user that this piece of clothing will map to
/// </summary>
[DataField]
public string? MappedLayer;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("quickEquip")]
public bool QuickEquip = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("slots", required: true)]
[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
public SlotFlags Slots = SlotFlags.NONE;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equipSound")]
public SoundSpecifier? EquipSound;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("unequipSound")]
public SoundSpecifier? UnequipSound;
[Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equippedPrefix")]
public string? EquippedPrefix;
/// <summary>
/// Allows the equipped state to be directly overwritten.
/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
/// </summary>
[Access(typeof(ClothingSystem))]
[ViewVariables(VVAccess.ReadWrite)]
[DataField("equippedState")]
public string? EquippedState;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sprite")]
public string? RsiPath;
/// <summary>
/// Name of the inventory slot the clothing is in.
/// </summary>
public string? InSlot;
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan EquipDelay = TimeSpan.Zero;
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan UnequipDelay = TimeSpan.Zero;
/// <summary>
/// Offset for the strip time for an entity with this component.
/// Only applied when it is being equipped or removed by another player.
/// </summary>
[DataField]
public TimeSpan StripDelay = TimeSpan.Zero;
}
[Serializable, NetSerializable]
public sealed class ClothingComponentState : ComponentState
{
public string? EquippedPrefix;
public ClothingComponentState(string? equippedPrefix)
{
EquippedPrefix = equippedPrefix;
}
}
public enum ClothingMask : byte
{
NoMask = 0,
UniformFull,
UniformTop
}
[Serializable, NetSerializable]
public sealed partial class ClothingEquipDoAfterEvent : DoAfterEvent
{
public string Slot;
public ClothingEquipDoAfterEvent(string slot)
{
Slot = slot;
}
public override DoAfterEvent Clone() => this;
}
[Serializable, NetSerializable]
public sealed partial class ClothingUnequipDoAfterEvent : DoAfterEvent
{
public string Slot;
public ClothingUnequipDoAfterEvent(string slot)
{
Slot = slot;
}
public override DoAfterEvent Clone() => this;
}