CatStation/Content.Shared/Beam/Components/BeamComponent.cs
Winkarst-cpu 5d80877d56
Cleanup + Fix: Unhardcode BodyType, FixtureID, and CanCollide in BeamSystem.CreateBeam (#39518)
* Fix

* Update

* Create fixture only if we can collide

* Get rid of the magic string

* Unhardcode ID

* Update
2026-07-18 17:46:26 +00:00

121 lines
3.4 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Beam.Components;
/// <summary>
/// Use this as a generic beam. Not for something like a laser gun, more for something continuous like lightning.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class BeamComponent : Component
{
/// <summary>
/// The ID of the fixture that will be created for the beam.
/// </summary>
public static string FixtureID = "BeamBody";
/// <summary>
/// A unique list of targets that this beam collided with.
/// Useful for code like Arcing in the Lightning Component.
/// </summary>
[DataField]
public HashSet<EntityUid> HitTargets = new();
/// <summary>
/// The virtual entity representing a beam.
/// </summary>
[DataField]
public EntityUid? VirtualBeamController;
/// <summary>
/// The first beam created, useful for keeping track of chains.
/// </summary>
[DataField]
public EntityUid OriginBeam;
/// <summary>
/// The entity that fired the beam originally.
/// </summary>
[DataField]
public EntityUid BeamShooter;
/// <summary>
/// A unique list of created beams that the controller keeps track of.
/// </summary>
[DataField]
public HashSet<EntityUid> CreatedBeams = new();
/// <summary>
/// Sound played upon creation
/// </summary>
[DataField]
public SoundSpecifier? Sound;
}
/// <summary>
/// Called where a <see cref="BeamControllerEntity"/> is first created. Stores the originator beam euid and the controller euid.
/// Raised on the <see cref="BeamControllerEntity"/> and broadcast.
/// </summary>
public sealed class BeamControllerCreatedEvent : EntityEventArgs
{
public EntityUid OriginBeam;
public EntityUid BeamControllerEntity;
public BeamControllerCreatedEvent(EntityUid originBeam, EntityUid beamControllerEntity)
{
OriginBeam = originBeam;
BeamControllerEntity = beamControllerEntity;
}
}
/// <summary>
/// Called after TryCreateBeam succeeds.
/// </summary>
public sealed class CreateBeamSuccessEvent : EntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Target;
public CreateBeamSuccessEvent(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
/// <summary>
/// Called once the beam is fully created
/// </summary>
public sealed class BeamFiredEvent : EntityEventArgs
{
public readonly EntityUid CreatedBeam;
public BeamFiredEvent(EntityUid createdBeam)
{
CreatedBeam = createdBeam;
}
}
/// <summary>
/// Raised on the new entity created after the <see cref="SharedBeamSystem"/> creates one.
/// Used to get sprite data over to the client.
/// </summary>
[Serializable, NetSerializable]
public sealed class BeamVisualizerEvent : EntityEventArgs
{
public readonly NetEntity Beam;
public readonly float DistanceLength;
public readonly Angle UserAngle;
public readonly string? BodyState;
public readonly string Shader = "unshaded";
public BeamVisualizerEvent(NetEntity beam, float distanceLength, Angle userAngle, string? bodyState = null, string shader = "unshaded")
{
Beam = beam;
DistanceLength = distanceLength;
UserAngle = userAngle;
BodyState = bodyState;
Shader = shader;
}
}