mirror of
https://github.com/space-syndicate/space-station-14.git
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* SpookyExtinguish, oooooo * comments, intensity * Use allowedIntensity in GhostSystem * commento-stuffed * GhostComponent: return to BooCount for sanity * unindento * fix ghost component, dependency order (holy shit) * More cleanup than feature at this point * Add partial to PoweredLightSystem * event field order, ghost system comments * Separate spooky, consistency w.r.t. DoGhostEvent * BooActionEvent handler to GhostSystem.Boo, fix ext * featuring kenny blankenship and vic romano * fix maximum value * Fix BooIntensity comment * remove whitespace * comments, RevenantSystem: set handled * "for a typical ghost" * Address PR suggestions * Use Handled, SpookyLight: BooIntensity->Intensity * Use Handled in BooActionEvent handler, update name * remove query * address beck-thompson's requested changes + Handled * ResponseIntensity setter, private Handled setter * Check Handled, not !Handled * there is a third * the hell was this using placement * Obsolete Extinguish, Try with Entity<T> * why wasn't this using TimeOffsetSerializer --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
139 lines
4.3 KiB
C#
139 lines
4.3 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Ghost.Systems;
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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.Ghost.Components;
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/// <summary>
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/// Represents an observer ghost.
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/// Handles limiting interactions, using ghost abilities, ghost visibility, and ghost warping.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedGhostSystem))]
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[AutoGenerateComponentState(true)]
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public sealed partial class GhostComponent : Component
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{
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// Actions
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[DataField]
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public EntProtoId ToggleLightingAction = "ActionToggleLighting";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleLightingActionEntity;
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[DataField]
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public EntProtoId ToggleFoVAction = "ActionToggleFov";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleFoVActionEntity;
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[DataField]
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public EntProtoId ToggleGhostsAction = "ActionToggleGhosts";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleGhostsActionEntity;
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[DataField]
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public EntProtoId ToggleGhostHearingAction = "ActionToggleGhostHearing";
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[DataField]
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public EntityUid? ToggleGhostHearingActionEntity;
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[DataField]
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public EntProtoId BooAction = "ActionGhostBoo";
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[DataField, AutoNetworkedField]
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public EntityUid? BooActionEntity;
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// End actions
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/// <summary>
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/// Time at which the player died and created this ghost.
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/// Used to determine votekick eligibility.
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/// </summary>
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/// <remarks>
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/// May not reflect actual time of death if this entity has been paused,
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/// but will give an accurate length of time <i>since</i> death.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public TimeSpan TimeOfDeath = TimeSpan.Zero;
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/// <summary>
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/// Range of the Boo action.
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/// </summary>
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[DataField]
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public float BooRadius = 3;
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/// <summary>
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/// The maximum total intensity of a Boo action (total sum of responses, possible values in <see cref="GhostBooIntensity"/>).
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/// </summary>
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[DataField]
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public int BooIntensity = 6;
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/// <summary>
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/// Is this ghost allowed to interact with entities?
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/// </summary>
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/// <remarks>
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/// Used to allow admins ghosts to interact with the world.
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/// Changed by <see cref="SharedGhostSystem.SetCanGhostInteract"/>.
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/// </remarks>
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[DataField("canInteract"), AutoNetworkedField]
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public bool CanGhostInteract;
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/// <summary>
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/// Is this ghost player allowed to return to their original body?
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/// </summary>
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/// <remarks>
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/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public bool CanReturnToBody;
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/// <summary>
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/// Ghost color
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/// </summary>
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/// <remarks>Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.</remarks>
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[DataField, AutoNetworkedField]
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public Color Color = Color.White;
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}
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/// <summary>
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/// Ghost sprites dependent on damage by the player body
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/// </summary>
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/// <remarks>Used to change a ghost sprite to better visually represent their cause of death</remarks>
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[Serializable, NetSerializable]
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public enum GhostVisuals : byte
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{
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Damage
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}
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/// <summary>
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/// The intensity of a given response to a boo action.
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/// </summary>
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/// <remarks>
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/// Using sbyte to avoid subtraction underflow issues.
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/// </remarks>
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[Serializable, NetSerializable]
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public enum GhostBooIntensity : sbyte
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{
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/// <summary>No response at all.</summary>
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None = 0,
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/// <summary>A subtle response - short in duration or small in effect.</summary>
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Subtle = 1,
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/// <summary>A normal response - moderate in duration, attention-grabbing.</summary>
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Normal = 2,
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/// <summary>An extreme response - very intense, should be the only response for a typical ghost.</summary>
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Extreme = 6,
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}
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public sealed partial class ToggleFoVActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostsActionEvent : InstantActionEvent { }
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public sealed partial class ToggleLightingActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostHearingActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostVisibilityToAllEvent : InstantActionEvent { }
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public sealed partial class BooActionEvent : InstantActionEvent { }
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