Portals & hand teleporter (#13266)
* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
|
|
@ -0,0 +1,57 @@
|
|||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Teleportation.Components;
|
||||
using Content.Shared.Teleportation.Systems;
|
||||
using Robust.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.Teleportation;
|
||||
|
||||
/// <summary>
|
||||
/// This handles creating portals from a hand teleporter.
|
||||
/// </summary>
|
||||
public sealed class HandTeleporterSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly LinkedEntitySystem _link = default!;
|
||||
[Dependency] private readonly AudioSystem _audio = default!;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<HandTeleporterComponent, UseInHandEvent>(OnUseInHand);
|
||||
}
|
||||
|
||||
private void OnUseInHand(EntityUid uid, HandTeleporterComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (Deleted(component.FirstPortal))
|
||||
component.FirstPortal = null;
|
||||
|
||||
if (Deleted(component.SecondPortal))
|
||||
component.SecondPortal = null;
|
||||
|
||||
// Create the first portal.
|
||||
if (component.FirstPortal == null && component.SecondPortal == null)
|
||||
{
|
||||
var timeout = EnsureComp<PortalTimeoutComponent>(args.User);
|
||||
timeout.EnteredPortal = null;
|
||||
component.FirstPortal = Spawn(component.FirstPortalPrototype, Transform(args.User).Coordinates);
|
||||
_audio.PlayPvs(component.NewPortalSound, uid);
|
||||
}
|
||||
else if (component.SecondPortal == null)
|
||||
{
|
||||
var timeout = EnsureComp<PortalTimeoutComponent>(args.User);
|
||||
timeout.EnteredPortal = null;
|
||||
component.SecondPortal = Spawn(component.SecondPortalPrototype, Transform(args.User).Coordinates);
|
||||
_link.TryLink(component.FirstPortal!.Value, component.SecondPortal.Value, true);
|
||||
_audio.PlayPvs(component.NewPortalSound, uid);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear both portals
|
||||
QueueDel(component.FirstPortal!.Value);
|
||||
QueueDel(component.SecondPortal!.Value);
|
||||
|
||||
component.FirstPortal = null;
|
||||
component.SecondPortal = null;
|
||||
_audio.PlayPvs(component.ClearPortalsSound, uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
using Content.Shared.Audio;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Shared.Teleportation.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Creates portals. If two are created, both are linked together--otherwise the first teleports randomly.
|
||||
/// Using it with both portals active deactivates both.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class HandTeleporterComponent : Component
|
||||
{
|
||||
[ViewVariables, DataField("firstPortal")]
|
||||
public EntityUid? FirstPortal = null;
|
||||
|
||||
[ViewVariables, DataField("secondPortal")]
|
||||
public EntityUid? SecondPortal = null;
|
||||
|
||||
[DataField("firstPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
|
||||
public string FirstPortalPrototype = "PortalRed";
|
||||
|
||||
[DataField("secondPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
|
||||
public string SecondPortalPrototype = "PortalBlue";
|
||||
|
||||
[DataField("newPortalSound")]
|
||||
public SoundSpecifier NewPortalSound = new SoundPathSpecifier("/Audio/Machines/high_tech_confirm.ogg")
|
||||
{
|
||||
Params = AudioParams.Default.WithVolume(-2f)
|
||||
};
|
||||
|
||||
[DataField("clearPortalsSound")]
|
||||
public SoundSpecifier ClearPortalsSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
using Content.Shared.Teleportation.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Teleportation.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Represents an entity which is linked to other entities (perhaps portals), and which can be walked through/
|
||||
/// thrown into to teleport an entity.
|
||||
/// </summary>
|
||||
[RegisterComponent, Access(typeof(LinkedEntitySystem)), NetworkedComponent]
|
||||
public sealed class LinkedEntityComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The entities that this entity is linked to.
|
||||
/// </summary>
|
||||
[DataField("linkedEntities")]
|
||||
public HashSet<EntityUid> LinkedEntities = new();
|
||||
|
||||
/// <summary>
|
||||
/// Should this entity be deleted if all of its links are removed?
|
||||
/// </summary>
|
||||
[DataField("deleteOnEmptyLinks")]
|
||||
public bool DeleteOnEmptyLinks = false;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class LinkedEntityComponentState : ComponentState
|
||||
{
|
||||
public HashSet<EntityUid> LinkedEntities;
|
||||
|
||||
public LinkedEntityComponentState(HashSet<EntityUid> linkedEntities)
|
||||
{
|
||||
LinkedEntities = linkedEntities;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum LinkedEntityVisuals : byte
|
||||
{
|
||||
HasAnyLinks
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Teleportation.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an entity as being a 'portal' which teleports entities sent through it to linked entities.
|
||||
/// Relies on <see cref="LinkedEntityComponent"/> being set up.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class PortalComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Sound played on arriving to this portal, centered on the destination.
|
||||
/// The arrival sound of the entered portal will play if the destination is not a portal.
|
||||
/// </summary>
|
||||
[DataField("arrivalSound")]
|
||||
public SoundSpecifier ArrivalSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
|
||||
|
||||
/// <summary>
|
||||
/// Sound played on departing from this portal, centered on the original portal.
|
||||
/// </summary>
|
||||
[DataField("departureSound")]
|
||||
public SoundSpecifier DepartureSound = new SoundPathSpecifier("/Audio/Effects/teleport_departure.ogg");
|
||||
|
||||
/// <summary>
|
||||
/// If no portals are linked, the subject will be teleported a random distance at maximum this far away.
|
||||
/// </summary>
|
||||
[DataField("maxRandomRadius")]
|
||||
public float MaxRandomRadius = 10.0f;
|
||||
}
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Teleportation.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Attached to an entity after portal transit to mark that they should not immediately be portaled back
|
||||
/// at the end destination.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class PortalTimeoutComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The portal that was entered. Null if coming from a hand teleporter, etc.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("enteredPortal")]
|
||||
public EntityUid? EnteredPortal = null;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class PortalTimeoutComponentState : ComponentState
|
||||
{
|
||||
public EntityUid? EnteredPortal;
|
||||
|
||||
public PortalTimeoutComponentState(EntityUid? enteredPortal)
|
||||
{
|
||||
EnteredPortal = enteredPortal;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,115 @@
|
|||
using System.Linq;
|
||||
using Content.Shared.Teleportation.Components;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Teleportation.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// Handles symmetrically linking two entities together, and removing links properly.
|
||||
/// This does not do anything on its own (outside of deleting entities that have 0 links, if that option is true)
|
||||
/// Systems can do whatever they please with the linked entities, such as <see cref="PortalSystem"/>.
|
||||
/// </summary>
|
||||
public sealed class LinkedEntitySystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<LinkedEntityComponent, ComponentShutdown>(OnLinkShutdown);
|
||||
|
||||
SubscribeLocalEvent<LinkedEntityComponent, ComponentGetState>(OnGetState);
|
||||
SubscribeLocalEvent<LinkedEntityComponent, ComponentHandleState>(OnHandleState);
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, LinkedEntityComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new LinkedEntityComponentState(component.LinkedEntities);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, LinkedEntityComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is LinkedEntityComponentState state)
|
||||
component.LinkedEntities = state.LinkedEntities;
|
||||
}
|
||||
|
||||
private void OnLinkShutdown(EntityUid uid, LinkedEntityComponent component, ComponentShutdown args)
|
||||
{
|
||||
// Remove any links to this entity when deleted.
|
||||
foreach (var ent in component.LinkedEntities.ToArray())
|
||||
{
|
||||
if (LifeStage(ent) < EntityLifeStage.Terminating && TryComp<LinkedEntityComponent>(ent, out var link))
|
||||
{
|
||||
TryUnlink(uid, ent, component, link);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Links two entities together. Does not require the existence of <see cref="LinkedEntityComponent"/> on either
|
||||
/// already. Linking is symmetrical, so order doesn't matter.
|
||||
/// </summary>
|
||||
/// <param name="first">The first entity to link</param>
|
||||
/// <param name="second">The second entity to link</param>
|
||||
/// <param name="deleteOnEmptyLinks">Whether both entities should now delete once their links are removed</param>
|
||||
/// <returns>Whether linking was successful (e.g. they weren't already linked)</returns>
|
||||
public bool TryLink(EntityUid first, EntityUid second, bool deleteOnEmptyLinks=false)
|
||||
{
|
||||
var firstLink = EnsureComp<LinkedEntityComponent>(first);
|
||||
var secondLink = EnsureComp<LinkedEntityComponent>(second);
|
||||
|
||||
firstLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
|
||||
secondLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
|
||||
|
||||
_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, true);
|
||||
_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, true);
|
||||
|
||||
Dirty(firstLink);
|
||||
Dirty(secondLink);
|
||||
|
||||
return firstLink.LinkedEntities.Add(second)
|
||||
&& secondLink.LinkedEntities.Add(first);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unlinks two entities. Deletes either entity if <see cref="LinkedEntityComponent.DeleteOnEmptyLinks"/>
|
||||
/// was true and its links are now empty. Symmetrical, so order doesn't matter.
|
||||
/// </summary>
|
||||
/// <param name="first">The first entity to unlink</param>
|
||||
/// <param name="second">The second entity to unlink</param>
|
||||
/// <param name="firstLink">Resolve comp</param>
|
||||
/// <param name="secondLink">Resolve comp</param>
|
||||
/// <returns>Whether unlinking was successful (e.g. they both were actually linked to one another)</returns>
|
||||
public bool TryUnlink(EntityUid first, EntityUid second,
|
||||
LinkedEntityComponent? firstLink=null, LinkedEntityComponent? secondLink=null)
|
||||
{
|
||||
if (!Resolve(first, ref firstLink))
|
||||
return false;
|
||||
|
||||
if (!Resolve(second, ref secondLink))
|
||||
return false;
|
||||
|
||||
var success = firstLink.LinkedEntities.Remove(second)
|
||||
&& secondLink.LinkedEntities.Remove(first);
|
||||
|
||||
_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, firstLink.LinkedEntities.Any());
|
||||
_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, secondLink.LinkedEntities.Any());
|
||||
|
||||
Dirty(firstLink);
|
||||
Dirty(secondLink);
|
||||
|
||||
if (firstLink.LinkedEntities.Count == 0 && firstLink.DeleteOnEmptyLinks)
|
||||
QueueDel(first);
|
||||
|
||||
if (secondLink.LinkedEntities.Count == 0 && secondLink.DeleteOnEmptyLinks)
|
||||
QueueDel(second);
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
@ -0,0 +1,146 @@
|
|||
using System.Linq;
|
||||
using Content.Shared.Projectiles;
|
||||
using Content.Shared.Teleportation.Components;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Shared.Teleportation.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// This handles teleporting entities through portals, and creating new linked portals.
|
||||
/// </summary>
|
||||
public sealed class PortalSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly INetManager _netMan = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
|
||||
private const string PortalFixture = "portalFixture";
|
||||
private const string ProjectileFixture = "projectile";
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
|
||||
SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
|
||||
|
||||
SubscribeLocalEvent<PortalTimeoutComponent, ComponentGetState>(OnGetState);
|
||||
SubscribeLocalEvent<PortalTimeoutComponent, ComponentHandleState>(OnHandleState);
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, PortalTimeoutComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new PortalTimeoutComponentState(component.EnteredPortal);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, PortalTimeoutComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is PortalTimeoutComponentState state)
|
||||
component.EnteredPortal = state.EnteredPortal;
|
||||
}
|
||||
|
||||
private bool ShouldCollide(Fixture our, Fixture other)
|
||||
{
|
||||
// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
|
||||
// and they should still pass through
|
||||
return our.ID == PortalFixture && (other.Hard || other.ID == ProjectileFixture);
|
||||
}
|
||||
|
||||
private void OnCollide(EntityUid uid, PortalComponent component, ref StartCollideEvent args)
|
||||
{
|
||||
if (!ShouldCollide(args.OurFixture, args.OtherFixture))
|
||||
return;
|
||||
|
||||
var subject = args.OtherFixture.Body.Owner;
|
||||
|
||||
// best not.
|
||||
if (Transform(subject).Anchored)
|
||||
return;
|
||||
|
||||
// if they came from another portal, just return and wait for them to exit the portal
|
||||
if (HasComp<PortalTimeoutComponent>(subject))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (TryComp<LinkedEntityComponent>(uid, out var link))
|
||||
{
|
||||
if (!link.LinkedEntities.Any())
|
||||
return;
|
||||
|
||||
// client can't predict outside of simple portal-to-portal interactions due to randomness involved
|
||||
// --also can't predict if the target doesn't exist on the client / is outside of PVS
|
||||
if (_netMan.IsClient)
|
||||
{
|
||||
var first = link.LinkedEntities.First();
|
||||
var exists = Exists(first);
|
||||
if (link.LinkedEntities.Count != 1 || !exists || (exists && Transform(first).MapID == MapId.Nullspace))
|
||||
return;
|
||||
}
|
||||
|
||||
// pick a target and teleport there
|
||||
var target = _random.Pick(link.LinkedEntities);
|
||||
|
||||
if (HasComp<PortalComponent>(target))
|
||||
{
|
||||
// if target is a portal, signal that they shouldn't be immediately portaled back
|
||||
var timeout = EnsureComp<PortalTimeoutComponent>(subject);
|
||||
timeout.EnteredPortal = uid;
|
||||
Dirty(timeout);
|
||||
}
|
||||
|
||||
TeleportEntity(uid, subject, Transform(target).Coordinates, target);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_netMan.IsClient)
|
||||
return;
|
||||
|
||||
// no linked entity--teleport randomly
|
||||
var randVector = _random.NextVector2(component.MaxRandomRadius);
|
||||
var newCoords = Transform(uid).Coordinates.Offset(randVector);
|
||||
TeleportEntity(uid, subject, newCoords);
|
||||
}
|
||||
|
||||
private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
|
||||
{
|
||||
if (!ShouldCollide(args.OurFixture, args.OtherFixture))
|
||||
return;
|
||||
|
||||
var subject = args.OtherFixture.Body.Owner;
|
||||
|
||||
// if they came from (not us), remove the timeout
|
||||
if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != uid)
|
||||
{
|
||||
RemComp<PortalTimeoutComponent>(subject);
|
||||
}
|
||||
}
|
||||
|
||||
private void TeleportEntity(EntityUid portal, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity=null,
|
||||
PortalComponent? portalComponent = null)
|
||||
{
|
||||
if (!Resolve(portal, ref portalComponent))
|
||||
return;
|
||||
|
||||
var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? portalComponent.ArrivalSound;
|
||||
var departureSound = portalComponent.DepartureSound;
|
||||
|
||||
// Some special cased stuff: projectiles should stop ignoring shooter when they enter a portal, to avoid
|
||||
// stacking 500 bullets in between 2 portals and instakilling people--you'll just hit yourself instead
|
||||
// (as expected)
|
||||
if (TryComp<ProjectileComponent>(subject, out var projectile))
|
||||
{
|
||||
projectile.IgnoreShooter = false;
|
||||
}
|
||||
|
||||
Transform(subject).Coordinates = target;
|
||||
|
||||
_audio.PlayPredicted(departureSound, portal, subject);
|
||||
_audio.PlayPredicted(arrivalSound, subject, subject);
|
||||
}
|
||||
}
|
||||
|
|
@ -2,3 +2,7 @@
|
|||
license: "CC-BY-NC-SA-3.0"
|
||||
copyright: "Amateur foley and audio editing by Bright0."
|
||||
source: "https://github.com/Bright0"
|
||||
- files: ["teleport_arrival.ogg", "teleport_departure.ogg"]
|
||||
license: "CC-BY-SA-3.0"
|
||||
copyright: "tgstation"
|
||||
source: "https://github.com/tgstation/tgstation/commit/906fb0682bab6a0975b45036001c54f021f58ae7"
|
||||
|
|
|
|||
|
|
@ -152,6 +152,7 @@
|
|||
- id: ClothingNeckCloakRd
|
||||
- id: ClothingHeadsetMedicalScience
|
||||
- id: ClothingOuterHardsuitRd
|
||||
- id: HandTeleporter
|
||||
- id: PlushieSlime
|
||||
prob: 0.1
|
||||
- id: DoorRemoteResearch
|
||||
|
|
|
|||
|
|
@ -0,0 +1,51 @@
|
|||
- type: entity
|
||||
id: BasePortal
|
||||
abstract: true
|
||||
name: bluespace portal
|
||||
description: Transports you to a linked destination!
|
||||
components:
|
||||
- type: InteractionOutline
|
||||
- type: Clickable
|
||||
- type: Physics
|
||||
bodyType: Static
|
||||
- type: Sprite
|
||||
sprite: /Textures/Effects/portal.rsi
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
- id: portalFixture
|
||||
shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.25,-0.48,0.25,0.48"
|
||||
mask:
|
||||
- FullTileMask
|
||||
layer:
|
||||
- WallLayer
|
||||
hard: false
|
||||
- type: Portal
|
||||
|
||||
- type: entity
|
||||
id: PortalRed
|
||||
parent: BasePortal
|
||||
description: This one looks more like a redspace portal.
|
||||
components:
|
||||
- type: Sprite
|
||||
layers:
|
||||
- state: portal-red
|
||||
- type: PointLight
|
||||
netsync: false
|
||||
color: OrangeRed
|
||||
radius: 3
|
||||
energy: 3
|
||||
|
||||
- type: entity
|
||||
id: PortalBlue
|
||||
parent: BasePortal
|
||||
components:
|
||||
- type: Sprite
|
||||
layers:
|
||||
- state: portal-blue
|
||||
- type: PointLight
|
||||
netsync: false
|
||||
color: SkyBlue
|
||||
radius: 3
|
||||
energy: 3
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
- type: entity
|
||||
id: HandTeleporter
|
||||
parent: BaseItem
|
||||
name: hand teleporter
|
||||
description: "A Nanotrasen signature item--only the finest bluespace tech. Instructions: Use once to create a portal which teleports at random. Use again to link it to a portal at your current location. Use again to clear all portals."
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: /Textures/Objects/Devices/hand_teleporter.rsi
|
||||
layers:
|
||||
- state: icon
|
||||
- type: HandTeleporter
|
||||
|
|
@ -20,6 +20,7 @@
|
|||
CorgiMeatStealObjective: 1
|
||||
CaptainGunStealObjective: 0.5
|
||||
CaptainJetpackStealObjective: 0.5
|
||||
HandTeleporterStealObjective: 0.5
|
||||
|
||||
- type: weightedRandom
|
||||
id: TraitorObjectiveGroupKill
|
||||
|
|
|
|||
|
|
@ -82,6 +82,22 @@
|
|||
prototype: ClothingOuterHardsuitRd
|
||||
owner: job-name-rd
|
||||
|
||||
- type: objective
|
||||
id: HandTeleporterStealObjective
|
||||
issuer: syndicate
|
||||
difficultyOverride: 2.75
|
||||
requirements:
|
||||
- !type:TraitorRequirement {}
|
||||
- !type:IncompatibleConditionsRequirement
|
||||
conditions:
|
||||
- DieCondition
|
||||
- !type:NotRoleRequirement
|
||||
roleId: ResearchDirector
|
||||
conditions:
|
||||
- !type:StealCondition
|
||||
prototype: HandTeleporter
|
||||
owner: job-name-rd
|
||||
|
||||
- type: objective
|
||||
id: NukeDiskStealObjective
|
||||
issuer: syndicate
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@
|
|||
"copyright": "https://github.com/discordia-space/CEV-Eris/raw/237d8f7894617007d75c71d5d9feb4354c78debd/icons/obj/stationobjs.dmi",
|
||||
"states": [
|
||||
{
|
||||
"name": "portal-pending",
|
||||
"name": "portal-blue",
|
||||
"delays": [[
|
||||
0.1,
|
||||
0.1,
|
||||
|
|
@ -27,7 +27,26 @@
|
|||
]]
|
||||
},
|
||||
{
|
||||
"name": "portal-unconnected",
|
||||
"name": "portal-red",
|
||||
"delays": [[
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1
|
||||
]]
|
||||
},
|
||||
{
|
||||
"name": "portal",
|
||||
"delays": [[
|
||||
0.1,
|
||||
0.1,
|
||||
|
|
@ -46,4 +65,4 @@
|
|||
]]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 710 B |
|
After Width: | Height: | Size: 306 B |
|
After Width: | Height: | Size: 316 B |
|
|
@ -0,0 +1,30 @@
|
|||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "tgstation at 43d3fb991641d0dc73b6ce81cdf4f3f09d6b70a0",
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "icon",
|
||||
"delays": [
|
||||
[
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "inhand-left",
|
||||
"directions": 4
|
||||
},
|
||||
{
|
||||
"name": "inhand-right",
|
||||
"directions": 4
|
||||
}
|
||||
]
|
||||
}
|
||||