Files
wwdpublic/Content.Shared/Buckle/Components/StrapComponent.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

148 lines
4.5 KiB
C#

using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.Vehicle;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedBuckleSystem), typeof(SharedVehicleSystem))]
public sealed partial class StrapComponent : Component
{
/// <summary>
/// The entities that are currently buckled
/// </summary>
[AutoNetworkedField]
[ViewVariables] // TODO serialization
public HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// Entities that this strap accepts and can buckle
/// If null it accepts any entity
/// </summary>
[DataField]
[ViewVariables]
public EntityWhitelist? AllowedEntities;
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField, AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public StrapPosition Position = StrapPosition.None;
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
/// <remarks>
/// Dont set this below 0.2 because that causes audio issues with <see cref="SharedBuckleSystem.OnBuckleMove"/>
/// My guess after testing is that the client sets BuckledTo to the strap in *some* ticks for some reason
/// whereas the server doesnt, thus the client tries to unbuckle like 15 times because it passes the strap null check
/// This is why this needs to be above 0.1 to make the InRange check fail in both client and server.
/// </remarks>
[DataField, AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public float MaxBuckleDistance = 0.2f;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
[ViewVariables]
public Vector2 BuckleOffsetClamped => Vector2.Clamp(
BuckleOffset,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField, AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 BuckleOffset = Vector2.Zero;
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public int Rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public int Size = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
[ViewVariables]
public bool Enabled = true;
/// <summary>
/// You can specify the offset the entity will have after unbuckling.
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 UnbuckleOffset = Vector2.Zero;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public AlertType BuckledAlertType = AlertType.Buckled;
/// <summary>
/// The sum of the sizes of all the buckled entities in this strap
/// </summary>
[AutoNetworkedField]
[ViewVariables]
public int OccupiedSize;
}
public enum StrapPosition
{
/// <summary>
/// (Default) Makes no change to the buckled mob
/// </summary>
None = 0,
/// <summary>
/// Makes the mob stand up
/// </summary>
Stand,
/// <summary>
/// Makes the mob lie down
/// </summary>
Down
}
[Serializable, NetSerializable]
public enum StrapVisuals : byte
{
RotationAngle,
State
}