* partial buckling refactor * git mv test * change test namespace * git mv test * Update test namespace * Add pulling test * Network BuckleTime * Add two more tests * smelly
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBuckleSystem))]
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public sealed partial class StrapComponent : Component
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{
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/// <summary>
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/// The entities that are currently buckled to this strap.
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/// </summary>
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[ViewVariables]
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public HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// Entities that this strap accepts and can buckle
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/// If null it accepts any entity
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Entities that this strap does not accept and cannot buckle.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField, AutoNetworkedField]
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public StrapPosition Position = StrapPosition.None;
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 BuckleOffset = Vector2.Zero;
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/// <summary>
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/// The angle to rotate the player by when they get strapped
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/// </summary>
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[DataField]
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public Angle Rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[DataField]
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public int Size = 100;
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/// <summary>
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/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// You can specify the offset the entity will have after unbuckling.
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/// </summary>
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[DataField]
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public Vector2 UnbuckleOffset = Vector2.Zero;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[DataField]
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public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[DataField]
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public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> BuckledAlertType = "Buckled";
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}
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public enum StrapPosition
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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State
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}
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