Files
tbd-station-14/Content.Shared/SurveillanceCamera/Components/SurveillanceCameraComponent.cs
slarticodefast 5227489360 Predict EMPs (#39802)
* predicted emps

* fixes

* fix

* review
2025-10-04 11:24:42 +00:00

47 lines
1.6 KiB
C#

using Content.Shared.DeviceNetwork;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.SurveillanceCamera.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSurveillanceCameraSystem))]
public sealed partial class SurveillanceCameraComponent : Component
{
// List of active viewers. This is for bookkeeping purposes,
// so that when a camera shuts down, any entity viewing it
// will immediately have their subscription revoked.
[ViewVariables]
public HashSet<EntityUid> ActiveViewers { get; } = new();
// Monitors != Viewers, as viewers are entities that are tied
// to a player session that's viewing from this camera
//
// Monitors are grouped sets of viewers, and may be
// completely different monitor types (e.g., monitor console,
// AI, etc.)
[ViewVariables]
public HashSet<EntityUid> ActiveMonitors { get; } = new();
// If this camera is active or not. Deactivating a camera
// will not allow it to obtain any new viewers.
[DataField]
public bool Active = true;
// This one isn't easy to deal with. Will require a UI
// to change/set this so mapping these in isn't
// the most terrible thing possible.
[DataField("id")]
public string CameraId = "camera";
[DataField, AutoNetworkedField]
public bool NameSet;
[DataField, AutoNetworkedField]
public bool NetworkSet;
// This has to be device network frequency prototypes.
[DataField("setupAvailableNetworks")]
public List<ProtoId<DeviceFrequencyPrototype>> AvailableNetworks { get; private set; } = new();
}