Predict entitystorage (#14082)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Storage.Components;
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[NetworkedComponent]
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public abstract class SharedEntityStorageComponent : Component
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{
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public readonly float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
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public const float GasMixVolume = 70f;
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public static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
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public TimeSpan LastInternalOpenAttempt;
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/// <summary>
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/// Collision masks that get removed when the storage gets opened.
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/// </summary>
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public readonly int MasksToRemove = (int) (
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CollisionGroup.MidImpassable |
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CollisionGroup.HighImpassable |
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CollisionGroup.LowImpassable);
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/// <summary>
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/// Collision masks that were removed from ANY layer when the storage was opened;
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/// </summary>
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[DataField("removedMasks")]
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public int RemovedMasks;
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/// <summary>
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/// The total amount of items that can fit in one entitystorage
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/// </summary>
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[DataField("capacity")]
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public int Capacity = 30;
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/// <summary>
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/// Whether or not the entity still has collision when open
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/// </summary>
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[DataField("isCollidableWhenOpen")]
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public bool IsCollidableWhenOpen;
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/// <summary>
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/// If true, it opens the storage when the entity inside of it moves
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/// If false, it prevents the storage from opening when the entity inside of it moves.
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/// This is for objects that you want the player to move while inside, like large cardboard boxes, without opening the storage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("openOnMove")]
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public bool OpenOnMove = true;
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//The offset for where items are emptied/vacuumed for the EntityStorage.
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[DataField("enteringOffset")]
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public Vector2 EnteringOffset = new(0, 0);
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//The collision groups checked, so that items are depositied or grabbed from inside walls.
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[DataField("enteringOffsetCollisionFlags")]
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public readonly CollisionGroup EnteringOffsetCollisionFlags = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
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/// <summary>
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/// How close you have to be to the "entering" spot to be able to enter
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/// </summary>
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[DataField("enteringRange")]
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public float EnteringRange = 0.18f;
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/// <summary>
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/// Whether or not to show the contents when the storage is closed
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/// </summary>
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[DataField("showContents")]
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public bool ShowContents;
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/// <summary>
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/// Whether or not light is occluded by the storage
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/// </summary>
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[DataField("occludesLight")]
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public bool OccludesLight = true;
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/// <summary>
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/// Whether or not all the contents stored should be deleted with the entitystorage
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/// </summary>
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[DataField("deleteContentsOnDestruction"), ViewVariables(VVAccess.ReadWrite)]
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public bool DeleteContentsOnDestruction;
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/// <summary>
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/// Whether or not the container is sealed and traps air inside of it
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/// </summary>
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[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight = true;
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/// <summary>
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/// Whether or not the entitystorage is open or closed
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/// </summary>
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[DataField("open")]
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public bool Open;
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/// <summary>
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/// The sound made when closed
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/// </summary>
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[DataField("closeSound")]
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public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/Effects/closetclose.ogg");
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/// <summary>
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/// The sound made when open
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/// </summary>
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[DataField("openSound")]
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public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/Effects/closetopen.ogg");
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/// <summary>
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/// Whitelist for what entities are allowed to be inserted into this container. If this is not null, the
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/// standard requirement that the entity must be an item or mob is waived.
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/// </summary>
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// The contents of the storage
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/// </summary>
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[ViewVariables]
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public Container Contents = default!;
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/// <summary>
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/// Whether or not the storage has been welded shut
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/// </summary>
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[DataField("isWeldedShut"), ViewVariables(VVAccess.ReadWrite)]
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public bool IsWeldedShut;
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}
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[Serializable, NetSerializable]
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public sealed class EntityStorageComponentState : ComponentState
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{
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public bool Open;
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public int Capacity;
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public bool IsCollidableWhenOpen;
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public bool OpenOnMove;
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public float EnteringRange;
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public bool IsWeldedShut;
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public EntityStorageComponentState(bool open, int capacity, bool isCollidableWhenOpen, bool openOnMove, float enteringRange, bool isWeldedShut)
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{
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Open = open;
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Capacity = capacity;
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IsCollidableWhenOpen = isCollidableWhenOpen;
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OpenOnMove = openOnMove;
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EnteringRange = enteringRange;
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IsWeldedShut = isWeldedShut;
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}
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}
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[ByRefEvent]
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public record struct InsertIntoEntityStorageAttemptEvent(bool Cancelled = false);
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[ByRefEvent]
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public record struct StoreMobInItemContainerAttemptEvent(bool Handled, bool Cancelled = false);
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[ByRefEvent]
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public record struct StorageOpenAttemptEvent(bool Silent, bool Cancelled = false);
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[ByRefEvent]
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public readonly record struct StorageBeforeOpenEvent;
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[ByRefEvent]
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public readonly record struct StorageAfterOpenEvent;
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[ByRefEvent]
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public record struct StorageCloseAttemptEvent(bool Cancelled = false);
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[ByRefEvent]
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public readonly record struct StorageBeforeCloseEvent(HashSet<EntityUid> Contents, HashSet<EntityUid> BypassChecks);
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[ByRefEvent]
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public readonly record struct StorageAfterCloseEvent;
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