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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> We like mechs here, yeah? --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Mocho, John Space - tweak: The H.O.N.K. has received an airtight cabin for honk operations in outer space. - add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring a pressurized cabin for space operations. - add: Added the Clarke, A fast moving mech for space travel, with built in thrusters (not certain if they work properly though :trollface:) - add: Added the Gygax, a lightly armored and highly mobile mech with enough force to rip walls, or someone's head off. - add: Added the Durand, a slow but beefy combat suit that you dont want to fight in close quarters. - add: Added the Marauder, a specialized mech issued to ERT operatives. - add: Added the Seraph, a specialized combat suit issued to ??? operatives. - add: The syndicate has started issuing units under the codenames "Dark Gygax" and "Mauler" to syndicate agents at an introductory price. - add: The exosuit fabricator can now be emagged to reveal new recipes. - add: There are 4 new bounties cargo can fulfill for mechs. Feedback on the cost/reward is welcome! --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: John Space <bigdumb421@gmail.com> Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: ScyronX <166930367+ScyronX@users.noreply.github.com> (cherry picked from commit e3003b67014565816e83556c826a8bba344aac94)
172 lines
5.2 KiB
C#
172 lines
5.2 KiB
C#
using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Mech.Components;
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/// <summary>
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/// A large, pilotable machine that has equipment that is
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/// powered via an internal battery.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MechComponent : Component
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{
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/// <summary>
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/// Goobstation: Whether or not an emag disables it.
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/// </summary>
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[DataField("breakOnEmag")]
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[AutoNetworkedField]
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public bool BreakOnEmag = true;
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/// <summary>
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/// How much "health" the mech has left.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 Integrity;
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/// <summary>
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/// The maximum amount of damage the mech can take.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 MaxIntegrity = 250;
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/// <summary>
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/// How much energy the mech has.
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/// Derived from the currently inserted battery.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 Energy = 0;
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/// <summary>
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/// The maximum amount of energy the mech can have.
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/// Derived from the currently inserted battery.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 MaxEnergy = 0;
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/// <summary>
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/// The slot the battery is stored in.
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/// </summary>
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[ViewVariables]
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public ContainerSlot BatterySlot = default!;
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[ViewVariables]
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public readonly string BatterySlotId = "mech-battery-slot";
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/// <summary>
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/// A multiplier used to calculate how much of the damage done to a mech
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/// is transfered to the pilot
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MechToPilotDamageMultiplier;
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/// <summary>
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/// Whether the mech has been destroyed and is no longer pilotable.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool Broken = false;
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/// <summary>
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/// The slot the pilot is stored in.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ContainerSlot PilotSlot = default!;
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[ViewVariables]
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public readonly string PilotSlotId = "mech-pilot-slot";
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/// <summary>
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/// The current selected equipment of the mech.
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/// If null, the mech is using just its fists.
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public EntityUid? CurrentSelectedEquipment;
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/// <summary>
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/// The maximum amount of equipment items that can be installed in the mech
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/// </summary>
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[DataField("maxEquipmentAmount"), ViewVariables(VVAccess.ReadWrite)]
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public int MaxEquipmentAmount = 3;
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/// <summary>
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/// A whitelist for inserting equipment items.
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/// </summary>
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[DataField]
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public EntityWhitelist? EquipmentWhitelist;
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[DataField]
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public EntityWhitelist? PilotWhitelist;
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/// <summary>
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/// A container for storing the equipment entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Container EquipmentContainer = default!;
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[ViewVariables]
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public readonly string EquipmentContainerId = "mech-equipment-container";
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/// <summary>
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/// How long it takes to enter the mech.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float EntryDelay = 3;
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/// <summary>
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/// How long it takes to pull *another person*
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/// outside of the mech. You can exit instantly yourself.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ExitDelay = 3;
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/// <summary>
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/// How long it takes to pull out the battery.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float BatteryRemovalDelay = 2;
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/// <summary>
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/// Whether or not the mech is airtight.
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/// </summary>
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/// <remarks>
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/// This needs to be redone
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/// when mech internals are added
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight;
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/// <summary>
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/// The equipment that the mech initially has when it spawns.
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/// Good for things like nukie mechs that start with guns.
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/// </summary>
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[DataField]
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public List<EntProtoId> StartingEquipment = new();
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#region Action Prototypes
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[DataField]
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public EntProtoId MechCycleAction = "ActionMechCycleEquipment";
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[DataField]
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public EntProtoId ToggleAction = "ActionToggleLight"; //Goobstation Mech Lights toggle action
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[DataField]
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public EntProtoId MechUiAction = "ActionMechOpenUI";
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[DataField]
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public EntProtoId MechEjectAction = "ActionMechEject";
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#endregion
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#region Visualizer States
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[DataField]
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public string? BaseState;
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[DataField]
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public string? OpenState;
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[DataField]
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public string? BrokenState;
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#endregion
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[DataField] public EntityUid? MechCycleActionEntity;
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[DataField] public EntityUid? MechUiActionEntity;
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[DataField] public EntityUid? MechEjectActionEntity;
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[DataField, AutoNetworkedField] public EntityUid? ToggleActionEntity; //Goobstation Mech Lights toggle action
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}
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