* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
133 lines
4.1 KiB
C#
133 lines
4.1 KiB
C#
using Content.Shared.Actions.ActionTypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Mech.Components;
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/// <summary>
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/// A large, pilotable machine that has equipment that is
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/// powered via an internal battery.
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/// </summary>
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public abstract class SharedMechComponent : Component
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{
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/// <summary>
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/// How much "health" the mech has left.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 Integrity;
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/// <summary>
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/// The maximum amount of damage the mech can take.
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/// </summary>
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[DataField("maxIntegrity")]
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public FixedPoint2 MaxIntegrity = 250;
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/// <summary>
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/// How much energy the mech has.
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/// Derived from the currently inserted battery.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 Energy = 0;
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/// <summary>
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/// The maximum amount of energy the mech can have.
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/// Derived from the currently inserted battery.
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/// </summary>
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[DataField("maxEnergy")]
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public FixedPoint2 MaxEnergy = 0;
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/// <summary>
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/// The slot the battery is stored in.
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/// </summary>
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[ViewVariables]
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public ContainerSlot BatterySlot = default!;
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[ViewVariables]
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public readonly string BatterySlotId = "mech-battery-slot";
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/// <summary>
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/// A multiplier used to calculate how much of the damage done to a mech
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/// is transfered to the pilot
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/// </summary>
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[DataField("mechToPilotDamageMultiplier")]
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public float MechToPilotDamageMultiplier;
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/// <summary>
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/// Whether the mech has been destroyed and is no longer pilotable.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Broken = false;
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/// <summary>
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/// The slot the pilot is stored in.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ContainerSlot PilotSlot = default!;
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[ViewVariables]
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public readonly string PilotSlotId = "mech-pilot-slot";
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/// <summary>
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/// The current selected equipment of the mech.
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/// If null, the mech is using just its fists.
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/// </summary>
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[ViewVariables]
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public EntityUid? CurrentSelectedEquipment;
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/// <summary>
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/// The maximum amount of equipment items that can be installed in the mech
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/// </summary>
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[DataField("maxEquipmentAmount")]
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public int MaxEquipmentAmount = 3;
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/// <summary>
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/// A whitelist for inserting equipment items.
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/// </summary>
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[DataField("equipmentWhitelist")]
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public EntityWhitelist? EquipmentWhitelist;
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/// <summary>
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/// A container for storing the equipment entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Container EquipmentContainer = default!;
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[ViewVariables]
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public readonly string EquipmentContainerId = "mech-equipment-container";
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#region Action Prototypes
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[DataField("mechCycleAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechCycleAction = "MechCycleEquipment";
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[DataField("mechUiAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechUiAction = "MechOpenUI";
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[DataField("mechEjectAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechEjectAction = "MechEject";
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#endregion
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#region Visualizer States
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[DataField("baseState")]
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public string? BaseState;
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[DataField("openState")]
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public string? OpenState;
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[DataField("brokenState")]
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public string? BrokenState;
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#endregion
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}
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/// <summary>
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/// Contains network state for <see cref="SharedMechComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MechComponentState : ComponentState
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{
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public FixedPoint2 Integrity;
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public FixedPoint2 MaxIntegrity;
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public FixedPoint2 Energy;
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public FixedPoint2 MaxEnergy;
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public EntityUid? CurrentSelectedEquipment;
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public bool Broken;
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}
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