fish-station/Content.Shared/Mech/Components/MechComponent.cs
Rinary b6920aec99
Рефактор мехов, правки в системе медицины (#507)
* mech system, fix hands, fix fraction

* fix

* fix fake hypo

* fix triple airlocks big sizing

* fix

* upd clown hulk

* xd fix 2

* bigger exit delay

* mechs reflect changes

* guns changes

* draike up

* mechs in another category

* add equipment

* Revert "upd clown hulk"

This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8.

* SPIN MY MECH ASS

* mech no rot

* some resprite

* no injections in hardsuits

* some species can not be injectable

* medipans can ignore armor, admeme hypospray ignore armor

* fix

* fix admeme hypo

* mob fraction fix

* rover + nt gygax add

* fix description

* fix id

* some better dome effects

* если пустая гильза в стволе -> Кнопки "казнь" не будет

* phazon added

* fix server crashes

* full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer

* some fixes

* configure health of all mechs

* upd

* add rover to uplink

* translate bundle

* change price

* phazon construction

* fix

* fix

* Finish phazon construction

* add phazon research and recipes

* phazon construction translate

* fix

* Mech lights

* fix

* translate light action

* Mech sounds, fix damage

* fix

* fix hello sound

* upd

* fix linter

* change damagePercentage

* fix

* fix hello sound

* temp disable damage sounds

* fix battery needed on construct

* some changes

* add mech painting system as DEBUG(in dev)

* Fix yaml, durand paintings

* mech spray cans textures

* change sprite

* fix

* ripley, clarke new textures

* ripley,clarke paints

* fix

* sec pod texture

---------

Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
2024-10-30 10:53:00 +03:00

194 lines
6.2 KiB
C#

using Content.Shared.FixedPoint;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Prototypes;
namespace Content.Shared.Mech.Components;
/// <summary>
/// A large, pilotable machine that has equipment that is
/// powered via an internal battery.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MechComponent : Component
{
/// <summary>
/// Whether or not an emag disables it.
/// </summary>
[DataField("breakOnEmag")]
[AutoNetworkedField]
public bool BreakOnEmag = true;
/// <summary>
/// How much "health" the mech has left.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Integrity;
/// <summary>
/// The maximum amount of damage the mech can take.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MaxIntegrity = 250;
/// <summary>
/// How much energy the mech has.
/// Derived from the currently inserted battery.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Energy = 0;
/// <summary>
/// The maximum amount of energy the mech can have.
/// Derived from the currently inserted battery.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MaxEnergy = 0;
/// <summary>
/// The slot the battery is stored in.
/// </summary>
[ViewVariables]
public ContainerSlot BatterySlot = default!;
[ViewVariables]
public readonly string BatterySlotId = "mech-battery-slot";
/// <summary>
/// A multiplier used to calculate how much of the damage done to a mech
/// is transfered to the pilot
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MechToPilotDamageMultiplier;
/// <summary>
/// Whether the mech has been destroyed and is no longer pilotable.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool Broken = false;
/// <summary>
/// Whether the mech has toggled lights.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool Lights = false;
/// <summary>
/// The slot the pilot is stored in.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public ContainerSlot PilotSlot = default!;
[ViewVariables]
public readonly string PilotSlotId = "mech-pilot-slot";
/// <summary>
/// The current selected equipment of the mech.
/// If null, the mech is using just its fists.
/// </summary>
[ViewVariables, AutoNetworkedField]
public EntityUid? CurrentSelectedEquipment;
/// <summary>
/// The maximum amount of equipment items that can be installed in the mech
/// </summary>
[DataField("maxEquipmentAmount"), ViewVariables(VVAccess.ReadWrite)]
public int MaxEquipmentAmount = 3;
/// <summary>
/// A whitelist for inserting equipment items.
/// </summary>
[DataField]
public EntityWhitelist? EquipmentWhitelist;
[DataField]
public EntityWhitelist? PilotWhitelist;
/// <summary>
/// A container for storing the equipment entities.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Container EquipmentContainer = default!;
[ViewVariables]
public readonly string EquipmentContainerId = "mech-equipment-container";
/// <summary>
/// How long it takes to enter the mech.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float EntryDelay = 3;
/// <summary>
/// How long it takes to pull *another person*
/// outside of the mech. You can exit instantly yourself.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float ExitDelay = 6;
/// <summary>
/// How long it takes to pull out the battery.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float BatteryRemovalDelay = 2;
/// <summary>
/// Whether or not the mech is airtight.
/// </summary>
/// <remarks>
/// This needs to be redone
/// when mech internals are added
/// </remarks>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Airtight;
/// <summary>
/// The equipment that the mech initially has when it spawns.
/// Good for things like nukie mechs that start with guns.
/// </summary>
[DataField]
public List<EntProtoId> StartingEquipment = new();
#region Sounds
[DataField]
public SoundSpecifier EnableLightSound = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_lights_enabled.ogg");
[DataField]
public SoundSpecifier DisableLightSound = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_lights_disabled.ogg");
[DataField]
public SoundSpecifier HelloSound = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_hello.ogg");
[DataField]
public SoundSpecifier Alert50 = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_alert_50.ogg");
[DataField]
public SoundSpecifier Alert25 = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_alert_25.ogg");
[DataField]
public SoundSpecifier Alert5 = new SoundPathSpecifier("/Audio/_Sunrise/Mechs/mech_alert_5.ogg");
#endregion
#region Action Prototypes
[DataField]
public EntProtoId MechCycleAction = "ActionMechCycleEquipment";
[DataField]
public EntProtoId MechUiAction = "ActionMechOpenUI";
[DataField]
public EntProtoId MechEjectAction = "ActionMechEject";
[DataField]
public EntProtoId MechLightsAction = "ActionMechLights";
#endregion
#region Visualizer States
[DataField, AutoNetworkedField]
public string? BaseState;
[DataField, AutoNetworkedField]
public string? OpenState;
[DataField, AutoNetworkedField]
public string? BrokenState;
#endregion
[DataField] public EntityUid? MechCycleActionEntity;
[DataField] public EntityUid? MechUiActionEntity;
[DataField] public EntityUid? MechEjectActionEntity;
[DataField] public EntityUid? MechLightsActionEntity;
}