Files
OldThink/Content.Server/Shuttles/Components/ThrusterComponent.cs
withoutcode333 0e4e5b7805 Upstream core (#282)
* yes

(cherry picked from commit a6b5e1c66dfe4241977bcde753af594392164eca)

* Is real, navernoe (#944)

* its real

* fix shield

* remove comments game preset

* maximum predicted

* fixes

* АААААААААААААААААААААААААААА ПОМОГИТЕ Я ЕБНУЛСЯ ПОКА ФИКСИЛ ЭТУ ЗАЛУПУ

* govnoedit

* secret

(cherry picked from commit 22c7b68048590b5098efbfff0d0f5205d3a64c48)

* [Feature/Tweaks] Raznoe (#934)

* make thruster great again

* make hardsuit hos great again

* new ficha for medical hud

* fix

* vrode da

* GOOOVNO REMIX REVERB EXTRA

* fix

* правки

---------

Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
(cherry picked from commit 141e61a0449873842f46d83eff9e9ce857147d60)

* Automatic changelog update

(cherry picked from commit d14fe5fb6c934ed522df0b5bc453e4c04707a6db)

* [Feature] Executions (#932)

* based

* cleanup

* cleanup + fixes

* fix

* fix

* fix ftl

* Update Resources/Locale/ru-RU/_white/executions/execution.ftl

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update execution.ftl

* правки

* vrode norm

* da

---------

Co-authored-by: BIGZi0348 <118811750+BIGZi0348@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
(cherry picked from commit 83e164172f8e290acee7634f14ac51281be020ad)

* Automatic changelog update

(cherry picked from commit 71f907c563a30a1fc7ef5751a4d6f2c780a14f4c)

* hotfix (#946)

(cherry picked from commit f577caec41ab277ee8fc1c18fe64f7e26a6e50f5)

---------

Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru>
2025-04-13 19:03:49 +05:00

80 lines
2.7 KiB
C#

using System.Numerics;
using Content.Server.Shuttles.Systems;
using Content.Shared.Damage;
using Content.Shared.DeviceLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Shuttles.Components
{
[RegisterComponent, NetworkedComponent]
[Access(typeof(ThrusterSystem))]
public sealed partial class ThrusterComponent : Component
{
/// <summary>
/// Whether the thruster has been force to be enabled / disabled (e.g. VV, interaction, etc.)
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled { get; set; } = true;
/// <summary>
/// This determines whether the thruster is actually enabled for the purposes of thrust
/// </summary>
public bool IsOn;
// Need to serialize this because RefreshParts isn't called on Init and this will break post-mapinit maps!
[ViewVariables(VVAccess.ReadWrite), DataField("thrust")]
public float Thrust = 100f;
[DataField("thrusterType")]
public ThrusterType Type = ThrusterType.Linear;
[DataField("burnShape")] public List<Vector2> BurnPoly = new()
{
new Vector2(-0.4f, 0.5f),
new Vector2(-0.1f, 1.2f),
new Vector2(0.1f, 1.2f),
new Vector2(0.4f, 0.5f)
};
/// <summary>
/// How much damage is done per second to anything colliding with our thrust.
/// </summary>
[DataField("damage")] public DamageSpecifier? Damage = new();
[DataField("requireSpace")]
public bool RequireSpace = true;
// Used for burns
public List<EntityUid> Colliding = new();
public bool Firing = false;
/// <summary>
/// Next time we tick damage for anyone colliding.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextFire;
// Parsec edit start
[DataField("onPort", customTypeSerializer: typeof(PrototypeIdSerializer<SinkPortPrototype>))]
public string OnPort = "On";
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer<SinkPortPrototype>))]
public string OffPort = "Off";
[DataField("togglePort", customTypeSerializer: typeof(PrototypeIdSerializer<SinkPortPrototype>))]
public string TogglePort = "Toggle";
// Parsec edit end
}
public enum ThrusterType
{
Linear,
// Angular meaning rotational.
Angular,
}
}