mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
(cherry picked from commit 02273ca0e7)
145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.RCD;
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/// <summary>
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/// Contains the parameters for a RCD construction / operation
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/// </summary>
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[Prototype("rcd")]
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public sealed class RCDPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// The RCD mode associated with the operation
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadOnly)]
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public RcdMode Mode { get; private set; } = RcdMode.Invalid;
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/// <summary>
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/// The name associated with the prototype
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/// </summary>
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[DataField("name"), ViewVariables(VVAccess.ReadOnly)]
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public string SetName { get; private set; } = "Unknown";
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/// <summary>
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/// The name of the radial container that this prototype will be listed under on the RCD menu
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public string Category { get; private set; } = "Undefined";
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/// <summary>
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/// Texture path for this prototypes menu icon
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public SpriteSpecifier? Sprite { get; private set; } = null;
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/// <summary>
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/// The entity prototype that will be constructed (mode dependent)
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public string? Prototype { get; private set; } = string.Empty;
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/// <summary>
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/// Number of charges consumed when the operation is completed
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public int Cost { get; private set; } = 1;
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/// <summary>
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/// The length of the operation
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public float Delay { get; private set; } = 1f;
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/// <summary>
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/// The visual effect that plays during this operation
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/// </summary>
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[DataField("fx"), ViewVariables(VVAccess.ReadOnly)]
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public EntProtoId? Effect { get; private set; } = null;
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/// <summary>
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/// A list of rules that govern where the entity prototype can be contructed
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/// </summary>
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[DataField("rules"), ViewVariables(VVAccess.ReadOnly)]
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public HashSet<RcdConstructionRule> ConstructionRules { get; private set; } = new();
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/// <summary>
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/// The collision mask used for determining whether the entity prototype will fit into a target tile
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public CollisionGroup CollisionMask { get; private set; } = CollisionGroup.None;
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/// <summary>
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/// Specifies a set of custom collision bounds for determining whether the entity prototype will fit into a target tile
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/// </summary>
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/// <remarks>
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/// Should be set assuming that the entity faces south.
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/// Make sure that Rotation is set to RcdRotation.User if the entity is to be rotated by the user
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public Box2? CollisionBounds
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{
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get
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{
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return _collisionBounds;
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}
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private set
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{
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_collisionBounds = value;
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if (_collisionBounds != null)
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{
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var poly = new PolygonShape();
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poly.SetAsBox(_collisionBounds.Value);
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CollisionPolygon = poly;
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}
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}
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}
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private Box2? _collisionBounds = null;
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/// <summary>
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/// The polygon shape associated with the prototype CollisionBounds (if set)
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public PolygonShape? CollisionPolygon { get; private set; } = null;
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/// <summary>
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/// Governs how the local rotation of the constructed entity will be set
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public RcdRotation Rotation { get; private set; } = RcdRotation.User;
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}
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public enum RcdMode : byte
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{
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Invalid,
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Deconstruct,
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ConstructTile,
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ConstructObject,
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}
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// These are to be replaced with more flexible 'RulesRule' at a later time
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public enum RcdConstructionRule : byte
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{
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MustBuildOnEmptyTile, // Can only be built on empty space (e.g. lattice)
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CanBuildOnEmptyTile, // Can be built on empty space or replace an existing tile (e.g. hull plating)
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MustBuildOnSubfloor, // Can only be built on exposed subfloor (e.g. catwalks on lattice or hull plating)
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IsWindow, // The entity is a window and can be built on grilles
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IsCatwalk, // The entity is a catwalk
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}
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public enum RcdRotation : byte
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{
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Fixed, // The entity has a local rotation of zero
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Camera, // The rotation of the entity matches the local player camera
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User, // The entity can be rotated by the local player prior to placement
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}
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