CatStation/Content.Shared/Mapping/StructureAlignerComponent.cs
Errant c85a58eb37
Structure Aligner System (#45395)
* wip

* fix merge conflict messup

* testing changes

* make command be able to target specific map, make system work on preinit maps

* so long. also, firelocks

* fix rotation logic

* do not align

* better temp feedback

* onmapinit cvar, anchoredalign datafield

* some firelock stuff

* track unanchored AlignTo entities, with lower weight

* finish aligncommand

* comment update

* system cleanup

* wip

* firelock final

* Resources/Prototypes/ plastic flaps

* review fixes

* changes to logging and feedback loc

* add dry run parameter to command

* don't spam AllEntityQuery on calls that can happing midround

* redundant aligncommand dependencies

* rewrite a bunch of jank in the system

* network the comps

* change aligner type to bitmask for performance. Rename some files and names to be easier to comprehend and use

* detailed logs only when called via command

* shuttle windows did not follow the flock

* fix bitmask check issue

* more flag shenanigans were found

* another non-inheriting base prototype. Not ideal.

* remove redundant component definition

* XML summary updates

* Add todo

---------

Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-08-22 09:48:37 +00:00

32 lines
1.1 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Mapping;
/// <summary>
/// This entity can be aligned by <see cref="SharedStructureAlignerSystem"/>.
/// When being Aligned, it will look for adjacent <see cref="StructureAlignerPylonComponent"/>s with the matching type.
/// </summary>
[RegisterComponent]
[NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class StructureAlignerComponent : Component
{
/// <summary>
/// The type that this entity will align to.
/// </summary>
/// <remarks>
/// When aligning, the types in this enum must all be present in <see cref="StructureAlignerPylonComponent.AlignerPylonTypes"/>.
/// It is recommended that you only set a single type here.
/// </remarks>
[DataField, AutoNetworkedField]
public StructureAlignerType AlignerType = StructureAlignerType.Door;
/// <summary>
/// Align the entity when it gets anchored by a player.
/// </summary>
/// <remarks>
/// Anchoring without the input of a player (such as when spawning an anchored object) does not count.
/// </remarks>
[DataField, AutoNetworkedField]
public bool AnchorAlign;
}