Thrusters (shuttle go nyoom) (#5352)

This commit is contained in:
metalgearsloth
2021-11-21 17:09:49 +11:00
committed by GitHub
parent c21a9e32b1
commit bdead40a80
37 changed files with 1100 additions and 140 deletions

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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Shuttles.Components
{
/// <summary>
/// Stores what shuttle this entity is currently piloting.
/// </summary>
[RegisterComponent]
[NetworkedComponent]
public sealed class PilotComponent : Component
{
public override string Name => "Pilot";
[ViewVariables] public SharedShuttleConsoleComponent? Console { get; set; }
/// <summary>
/// Where we started piloting from to check if we should break from moving too far.
/// </summary>
[ViewVariables] public EntityCoordinates? Position { get; set; }
public const float BreakDistance = 0.25f;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PilotComponentState state) return;
if (state.Console == null)
{
Console = null;
return;
}
if (!Owner.EntityManager.TryGetEntity(state.Console.Value, out var consoleEnt) ||
!consoleEnt.TryGetComponent(out SharedShuttleConsoleComponent? shuttleConsoleComponent))
{
Logger.Warning($"Unable to set Helmsman console to {state.Console.Value}");
return;
}
Console = shuttleConsoleComponent;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new PilotComponentState(Console?.OwnerUid);
}
[Serializable, NetSerializable]
private sealed class PilotComponentState : ComponentState
{
public EntityUid? Console { get; }
public PilotComponentState(EntityUid? uid)
{
Console = uid;
}
}
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Shuttles.Components
{
public abstract class SharedDockingComponent : Component
{
// Yes I left this in for now because there's no overhead and we'll need a client one later anyway
// and I was too lazy to delete it.
public override string Name => "Docking";
[ViewVariables]
public bool Enabled = false;
public abstract bool Docked { get; }
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Shuttles.Components
{
public abstract class SharedShuttleComponent : Component
{
public override string Name => "Shuttle";
[ViewVariables]
public virtual bool Enabled { get; set; } = true;
[ViewVariables]
public ShuttleMode Mode { get; set; } = ShuttleMode.Cruise;
}
public enum ShuttleMode : byte
{
Docking,
Cruise,
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Shared.Shuttles.Components
{
/// <summary>
/// Interact with to start piloting a shuttle.
/// </summary>
[NetworkedComponent()]
public abstract class SharedShuttleConsoleComponent : Component
{
public override string Name => "ShuttleConsole";
}
}

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using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Shuttles.Components
{
[Serializable, NetSerializable]
public enum ThrusterVisualState : byte
{
State,
Thrusting,
}
}