Exosuit: Ripley (#12668)

* mechs

* interaction relay

* atmos handling

* fuck around with interaction events

SPAGHETTI CODE OH MY GOD

* more sprites and whatever the hell

* more mech shit

* more shit for equipment

* starting equipment (for nukie mechs and such)

* equipment cycling

* starting with some of the ui

* a fat chunk of ui prototyping

* done tinkering with ui

* a bunch of ui stuff and what have yous

* cleaning up grabber and state handling

* make the ui actually functional + watch me port a million icons

I swear i'll prune the sprites later blease

* start on construction

* construction yo mamma

* remove some unused files

* fix a silly

* make the graph sane

* make it actually constructible.

* print the boards as well, bozo

* rebalance part prices

* eject action

also i appease the russians by remembering to localize

* Punch Shit

* make mech integrity and repairs work

* Make the UI more based

STOMP STOMP STOMP STOMP

* make equipment even more based

* batteries and other such delights

* make the ui look pimpin af

* make the construction mega based

* UI but so epic

* equipment

* some sweat tweaks

* damage rebalancing

* restructure tech

* fix some shit

* mechs inherit access

* make icons actually use sprite specifiers

* TRAILING COMMAA!!!!!

* fix a mild indentation sin

* undo this change because it isn't needed

* actually fix this

* secret webeditting shhhh

* place this tech here

* comments

* foo
This commit is contained in:
Nemanja
2022-12-10 12:05:39 -05:00
committed by GitHub
parent 11d81aa155
commit 913e1ee676
218 changed files with 3956 additions and 34 deletions

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using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Mech.Components;
/// <summary>
/// Attached to entities piloting a <see cref="SharedMechComponent"/>
/// </summary>
/// <remarks>
/// Get in the robot, Shinji
/// </remarks>
[RegisterComponent, NetworkedComponent]
public sealed class MechPilotComponent : Component
{
/// <summary>
/// The mech being piloted
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid Mech;
}
[Serializable, NetSerializable]
public sealed class MechPilotComponentState : ComponentState
{
public EntityUid Mech;
}

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using Content.Shared.Actions.ActionTypes;
using Content.Shared.FixedPoint;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Mech.Components;
/// <summary>
/// A large, pilotable machine that has equipment that is
/// powered via an internal battery.
/// </summary>
public abstract class SharedMechComponent : Component
{
/// <summary>
/// How much "health" the mech has left.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 Integrity;
/// <summary>
/// The maximum amount of damage the mech can take.
/// </summary>
[DataField("maxIntegrity")]
public FixedPoint2 MaxIntegrity = 250;
/// <summary>
/// How much energy the mech has.
/// Derived from the currently inserted battery.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 Energy = 0;
/// <summary>
/// The maximum amount of energy the mech can have.
/// Derived from the currently inserted battery.
/// </summary>
[DataField("maxEnergy")]
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("mechToPilotDamageMultiplier")]
public float MechToPilotDamageMultiplier;
/// <summary>
/// Whether the mech has been destroyed and is no longer pilotable.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool Broken = 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]
public EntityUid? CurrentSelectedEquipment;
/// <summary>
/// The maximum amount of equipment items that can be installed in the mech
/// </summary>
[DataField("maxEquipmentAmount")]
public int MaxEquipmentAmount = 3;
/// <summary>
/// A whitelist for inserting equipment items.
/// </summary>
[DataField("equipmentWhitelist")]
public EntityWhitelist? EquipmentWhitelist;
/// <summary>
/// A container for storing the equipment entities.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Container EquipmentContainer = default!;
[ViewVariables]
public readonly string EquipmentContainerId = "mech-equipment-container";
#region Action Prototypes
[DataField("mechCycleAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string MechCycleAction = "MechCycleEquipment";
[DataField("mechUiAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string MechUiAction = "MechOpenUI";
[DataField("mechEjectAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string MechEjectAction = "MechEject";
#endregion
#region Visualizer States
[DataField("baseState")]
public string? BaseState;
[DataField("openState")]
public string? OpenState;
[DataField("brokenState")]
public string? BrokenState;
#endregion
}
/// <summary>
/// Contains network state for <see cref="SharedMechComponent"/>.
/// </summary>
[Serializable, NetSerializable]
public sealed class MechComponentState : ComponentState
{
public FixedPoint2 Integrity;
public FixedPoint2 MaxIntegrity;
public FixedPoint2 Energy;
public FixedPoint2 MaxEnergy;
public EntityUid? CurrentSelectedEquipment;
public bool Broken;
}

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using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Body.Components;
using Content.Shared.Destructible;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Mech.EntitySystems;
/// <summary>
/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="SharedMechComponent"/>
/// </summary>
public abstract class SharedMechSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<SharedMechComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<SharedMechComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MechPilotComponent, ComponentGetState>(OnPilotGetState);
SubscribeLocalEvent<MechPilotComponent, ComponentHandleState>(OnPilotHandleState);
SubscribeLocalEvent<SharedMechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
SubscribeLocalEvent<SharedMechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
SubscribeLocalEvent<SharedMechComponent, InteractNoHandEvent>(RelayInteractionEvent);
SubscribeLocalEvent<SharedMechComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SharedMechComponent, DestructionEventArgs>(OnDestruction);
SubscribeLocalEvent<SharedMechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
}
#region State Handling
private void OnGetState(EntityUid uid, SharedMechComponent component, ref ComponentGetState args)
{
args.State = new MechComponentState
{
Integrity = component.Integrity,
MaxIntegrity = component.MaxIntegrity,
Energy = component.Energy,
MaxEnergy = component.MaxEnergy,
CurrentSelectedEquipment = component.CurrentSelectedEquipment,
Broken = component.Broken
};
}
private void OnHandleState(EntityUid uid, SharedMechComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechComponentState state)
return;
component.Integrity = state.Integrity;
component.MaxIntegrity = state.MaxIntegrity;
component.Energy = state.Energy;
component.MaxEnergy = state.MaxEnergy;
component.CurrentSelectedEquipment = state.CurrentSelectedEquipment;
component.Broken = state.Broken;
}
private void OnPilotGetState(EntityUid uid, MechPilotComponent component, ref ComponentGetState args)
{
args.State = new MechPilotComponentState
{
Mech = component.Mech
};
}
private void OnPilotHandleState(EntityUid uid, MechPilotComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechPilotComponentState state)
return;
component.Mech = state.Mech;
}
#endregion
private void OnToggleEquipmentAction(EntityUid uid, SharedMechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
private void OnEjectPilotEvent(EntityUid uid, SharedMechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
TryEject(uid, component);
}
private void RelayInteractionEvent(EntityUid uid, SharedMechComponent component, InteractNoHandEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
private void OnStartup(EntityUid uid, SharedMechComponent component, ComponentStartup args)
{
component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
private void OnDestruction(EntityUid uid, SharedMechComponent component, DestructionEventArgs args)
{
BreakMech(uid, component);
}
private void OnGetAdditionalAccess(EntityUid uid, SharedMechComponent component, ref GetAdditionalAccessEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
args.Entities.Add(pilot.Value);
_access.FindAccessItemsInventory(pilot.Value, out var items);
args.Entities = args.Entities.Union(items).ToHashSet();
}
private void SetupUser(EntityUid mech, EntityUid pilot, SharedMechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
var rider = EnsureComp<MechPilotComponent>(pilot);
var relay = EnsureComp<RelayInputMoverComponent>(pilot);
var irelay = EnsureComp<InteractionRelayComponent>(pilot);
_mover.SetRelay(pilot, mech, relay);
_interaction.SetRelay(pilot, mech, irelay);
rider.Mech = mech;
Dirty(rider);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechCycleAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechUiAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechEjectAction)), mech);
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
if (!RemComp<MechPilotComponent>(pilot))
return;
RemComp<RelayInputMoverComponent>(pilot);
RemComp<InteractionRelayComponent>(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
/// <summary>
/// Destroys the mech, removing the user and ejecting all installed equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public virtual void BreakMech(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
TryEject(uid, component);
var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
foreach (var ent in equipment)
{
RemoveEquipment(uid, ent, component, forced: true);
}
component.Broken = true;
UpdateAppearance(uid, component);
}
/// <summary>
/// Cycles through the currently selected equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public void CycleEquipment(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
var equipmentIndex = -1;
if (component.CurrentSelectedEquipment != null)
{
bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
equipmentIndex = allEquipment.FindIndex(StartIndex);
}
equipmentIndex++;
component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
? null
: allEquipment[equipmentIndex];
var popupString = component.CurrentSelectedEquipment != null
? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
: Loc.GetString("mech-equipment-select-none-popup");
if (_timing.IsFirstTimePredicted)
_popup.PopupEntity(popupString, uid, Filter.Pvs(uid));
Dirty(component);
}
/// <summary>
/// Inserts an equipment item into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
public void InsertEquipment(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toInsert, ref equipmentComponent))
return;
if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
return;
if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(uid))
return;
equipmentComponent.EquipmentOwner = uid;
component.EquipmentContainer.Insert(toInsert, EntityManager);
var ev = new MechEquipmentInsertedEvent(uid);
RaiseLocalEvent(toInsert, ref ev);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Removes an equipment item from a mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toRemove"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
/// <param name="forced">Whether or not the removal can be cancelled</param>
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toRemove, ref equipmentComponent))
return;
if (!forced)
{
var attemptev = new AttemptRemoveMechEquipmentEvent();
RaiseLocalEvent(toRemove, ref attemptev);
if (attemptev.Cancelled)
return;
}
equipmentComponent.EquipmentOwner = null;
component.EquipmentContainer.Remove(toRemove, EntityManager);
var ev = new MechEquipmentRemovedEvent(uid);
RaiseLocalEvent(toRemove, ref ev);
if (component.CurrentSelectedEquipment == toRemove)
CycleEquipment(uid, component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Attempts to change the amount of energy in the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="delta">The change in energy</param>
/// <param name="component"></param>
/// <returns>If the energy was successfully changed.</returns>
public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.Energy + delta < 0)
return false;
component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
Dirty(component);
UpdateUserInterface(uid, component);
return true;
}
/// <summary>
/// Sets the integrity of the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="value">The value the integrity will be set at</param>
/// <param name="component"></param>
public void SetIntegrity(EntityUid uid, FixedPoint2 value, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
if (component.Integrity <= 0)
{
BreakMech(uid, component);
}
else if (component.Broken)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
Dirty(component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Checks if the pilot is present
/// </summary>
/// <param name="component"></param>
/// <returns>Whether or not the pilot is present</returns>
public bool IsEmpty(SharedMechComponent component)
{
return component.PilotSlot.ContainedEntity == null;
}
/// <summary>
/// Checks if an entity can be inserted into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns></returns>
public bool CanInsert(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return IsEmpty(component) && _actionBlocker.CanMove(toInsert) && HasComp<BodyComponent>(toInsert);
}
/// <summary>
/// Updates the user interface
/// </summary>
/// <remarks>
/// This is defined here so that UI updates can be accessed from shared.
/// </remarks>
public virtual void UpdateUserInterface(EntityUid uid, SharedMechComponent? component = null)
{
}
/// <summary>
/// Attempts to insert a pilot into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns>Whether or not the entity was inserted</returns>
public virtual bool TryInsert(EntityUid uid, EntityUid? toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
return false;
if (!CanInsert(uid, toInsert.Value, component))
return false;
SetupUser(uid, toInsert.Value);
component.PilotSlot.Insert(toInsert.Value, EntityManager);
UpdateAppearance(uid, component);
return true;
}
/// <summary>
/// Attempts to eject the current pilot from the mech
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <returns>Whether or not the pilot was ejected.</returns>
public virtual bool TryEject(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.PilotSlot.ContainedEntity == null)
return false;
var pilot = component.PilotSlot.ContainedEntity.Value;
RemoveUser(uid, pilot);
_container.RemoveEntity(uid, pilot);
UpdateAppearance(uid, component);
return true;
}
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (!TryComp<SharedMechComponent>(component.Mech, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
args.Weapon = weapon;
args.Handled = true;
}
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
{
args.CanAttack = true;
}
private void UpdateAppearance(EntityUid uid, SharedMechComponent ? component = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
}
}

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using System.Threading;
using Content.Shared.Mech.Components;
namespace Content.Shared.Mech.Equipment.Components;
/// <summary>
/// A piece of equipment that can be installed into <see cref="SharedMechComponent"/>
/// </summary>
[RegisterComponent]
public sealed class MechEquipmentComponent : Component
{
/// <summary>
/// How long does it take to install this piece of equipment
/// </summary>
[DataField("installDuration")]
public float InstallDuration = 5;
/// <summary>
/// The mech that the equipment is inside of.
/// </summary>
[ViewVariables]
public EntityUid? EquipmentOwner;
public CancellationTokenSource? TokenSource = null;
}
/// <summary>
/// Raised on the equipment when the installation is finished successfully
/// </summary>
public sealed class MechEquipmentInstallFinished : EntityEventArgs
{
public EntityUid Mech;
public MechEquipmentInstallFinished(EntityUid mech)
{
Mech = mech;
}
}
/// <summary>
/// Raised on the equipment when the installation fails.
/// </summary>
public sealed class MechEquipmentInstallCancelled : EntityEventArgs
{
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Mech;
[Serializable, NetSerializable]
public enum MechUiKey : byte
{
Key
}
/// <summary>
/// Event raised to collect BUI states for each of the mech's equipment items
/// </summary>
public sealed class MechEquipmentUiStateReadyEvent : EntityEventArgs
{
public Dictionary<EntityUid, BoundUserInterfaceState> States = new();
}
/// <summary>
/// Event raised to relay an equipment ui message
/// </summary>
public sealed class MechEquipmentUiMessageRelayEvent : EntityEventArgs
{
public MechEquipmentUiMessage Message;
public MechEquipmentUiMessageRelayEvent(MechEquipmentUiMessage message)
{
Message = message;
}
}
/// <summary>
/// UI event raised to remove a piece of equipment from a mech
/// </summary>
[Serializable, NetSerializable]
public sealed class MechEquipmentRemoveMessage : BoundUserInterfaceMessage
{
public EntityUid Equipment;
public MechEquipmentRemoveMessage(EntityUid equipment)
{
Equipment = equipment;
}
}
/// <summary>
/// base for all mech ui messages
/// </summary>
[Serializable, NetSerializable]
public abstract class MechEquipmentUiMessage : BoundUserInterfaceMessage
{
public EntityUid Equipment;
}
/// <summary>
/// event raised for the grabber equipment to eject an item from it's storage
/// </summary>
[Serializable, NetSerializable]
public sealed class MechGrabberEjectMessage : MechEquipmentUiMessage
{
public EntityUid Item;
public MechGrabberEjectMessage(EntityUid equipment, EntityUid uid)
{
Equipment = equipment;
Item = uid;
}
}
/// <summary>
/// BUI state for mechs that also contains all equipment ui states.
/// </summary>
/// <remarks>
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡠⢐⠤⢃⢰⠐⡄⣀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠔⣨⠀⢁⠁⠐⡐⠠⠜⠐⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠔⠐⢀⡁⣀⠔⡌⠡⢀⢐⠁⠀
/// ⠀⠀⠀⠀⢀⠔⠀⡂⡄⠠⢀⡀⠀⣄⡀⠠⠤⠴⡋⠑⡠⠀⠔⠐⢂⠕⢀⡂⠀⠀
/// ⠀⠀⠀⡔⠁⠠⡐⠁⠀⠀⠀⢘⠀⠀⠀⠀⠠⠀⠈⠪⠀⠑⠡⣃⠈⠤⡈⠀⠀⠀
/// ⠀⠀⠨⠀⠄⡒⠀⡂⢈⠀⣀⢌⠀⠀⠁⡈⠀⢆⢀⠀⡀⠉⠒⢆⠑⠀⠀⠀⠀⠀
/// ⠀⠀⠀⡁⠐⠠⠐⡀⠀⢀⣀⠣⡀⠢⡀⠀⢀⡃⠰⠀⠈⠠⢁⠎⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠅⠒⣈⢣⠠⠈⠕⠁⠱⠄⢤⠈⠪⠡⠎⢘⠈⡁⢙⠈⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠃⠀⢡⠀⠧⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⢕⡈⠌⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠈⡀⡀⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⡰⠀⡐⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⢈⢂⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⠀⡃⠀⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⠀⠀⠀⠀⠀⠎⠐⢅⠀⠀⠀⠀⠀⠀⠀⠀⠀⢐⠅⠚⠄⠀⠀⠀⠀⠀⠀⠀
/// ⠀⠀⢈⠩⠈⠀⠐⠁⠀⢀⠀⠄⡂⠒⠐⠀⠆⠁⠰⠠⠀⢅⠈⠐⠄⢁⢡⠀⠀⠀
/// ⠀⠀⢈⡀⠰⡁⠀⠁⠴⠁⠔⠀⠀⠄⠄⡁⠀⠂⠀⠢⠠⠁⠀⠠⠈⠂⠬⠀⠀⠀
/// ⠀⠀⠠⡂⢄⠤⠒⣁⠐⢕⢀⡈⡐⡠⠄⢐⠀⠈⠠⠈⡀⠂⢀⣀⠰⠁⠠⠀⠀
/// trojan horse bui state
/// </remarks>
[Serializable, NetSerializable]
public sealed class MechBoundUiState : BoundUserInterfaceState
{
public Dictionary<EntityUid, BoundUserInterfaceState> EquipmentStates = new();
}
[Serializable, NetSerializable]
public sealed class MechGrabberUiState : BoundUserInterfaceState
{
public List<EntityUid> Contents = new();
public int MaxContents;
}

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using Content.Shared.Actions;
using Robust.Shared.Serialization;
namespace Content.Shared.Mech;
[Serializable, NetSerializable]
public enum MechVisuals : byte
{
Open, //whether or not it's open and has a rider
Broken //if it broke and no longer works.
}
[Serializable, NetSerializable]
public enum MechAssemblyVisuals : byte
{
State
}
[Serializable, NetSerializable]
public enum MechVisualLayers : byte
{
Base
}
/// <summary>
/// Event raised on equipment when it is inserted into a mech
/// </summary>
[ByRefEvent]
public readonly record struct MechEquipmentInsertedEvent(EntityUid Mech)
{
public readonly EntityUid Mech = Mech;
}
/// <summary>
/// Event raised on equipment when it is removed from a mech
/// </summary>
[ByRefEvent]
public readonly record struct MechEquipmentRemovedEvent(EntityUid Mech)
{
public readonly EntityUid Mech = Mech;
}
/// <summary>
/// Raised on the mech equipment before it is going to be removed.
/// </summary>
[ByRefEvent]
public record struct AttemptRemoveMechEquipmentEvent()
{
public bool Cancelled = false;
}
public sealed class MechToggleEquipmentEvent : InstantActionEvent
{
}
public sealed class MechOpenUiEvent : InstantActionEvent
{
}
public sealed class MechEjectPilotEvent : InstantActionEvent
{
}