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Conflicts: Content.Client/Humanoid/HumanoidAppearanceSystem.cs Content.Client/LateJoin/LateJoinGui.cs Content.Client/Stylesheets/StyleNano.cs Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs Content.Server/Fax/FaxSystem.cs Content.Server/GameTicking/GameTicker.Spawning.cs Content.Server/Objectives/Systems/KillPersonConditionSystem.cs Content.Server/Station/Systems/StationSpawningSystem.cs Content.Shared.Database/LogType.cs Content.Shared/Ghost/GhostComponent.cs Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs Content.Shared/Preferences/HumanoidCharacterProfile.cs Content.Shared/Roles/SharedRoleSystem.cs README.md Resources/ConfigPresets/Corvax/common.toml Resources/Credits/GitHub.txt Resources/Locale/ru-RU/ss14-ru/prototypes/entities/mobs/cyborgs/base_borg_chassis.ftl Resources/Maps/Shuttles/trading_outpost.yml Resources/Prototypes/Corvax/Roles/Jobs/Command/iaa.yml Resources/Prototypes/Corvax/Roles/Jobs/Security/brigmedic.yml Resources/Prototypes/Corvax/Roles/Jobs/Security/pilot.yml Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml Resources/Prototypes/Entities/Mobs/Customization/Markings/reptilian.yml Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml Resources/Prototypes/Entities/Structures/Machines/chem_master.yml Resources/Prototypes/Entities/Structures/Power/substation.yml Resources/Prototypes/GameRules/cargo_gifts.yml Resources/Prototypes/GameRules/events.yml Resources/Prototypes/GameRules/meteorswarms.yml Resources/Prototypes/Maps/bagel.yml Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml Resources/Prototypes/Reagents/chemicals.yml Resources/Prototypes/Reagents/medicine.yml Resources/Prototypes/Reagents/pyrotechnic.yml Resources/Prototypes/Reagents/toxins.yml Resources/Prototypes/Recipes/Cooking/meal_recipes.yml Resources/Prototypes/Roles/Jobs/Cargo/quartermaster.yml Resources/Prototypes/Roles/Jobs/Command/captain.yml Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml Resources/Prototypes/Roles/Jobs/Medical/chief_medical_officer.yml Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml Resources/Prototypes/Roles/Jobs/Science/research_director.yml Resources/Prototypes/Roles/Jobs/Security/detective.yml Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml Resources/Prototypes/Roles/Jobs/Security/security_officer.yml Resources/Prototypes/Roles/Jobs/Security/warden.yml Resources/Prototypes/Voice/disease_emotes.yml Resources/Prototypes/Voice/speech_emotes.yml Resources/Prototypes/radio_channels.yml Resources/Textures/Effects/speech.rsi/meta.json Resources/Textures/Interface/Default/Slots/id.png Resources/Textures/Interface/Minimalist/Slots/pda.png Resources/Textures/Mobs/Customization/reptilian_parts.rsi/meta.json Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json RobustToolbox
121 lines
3.7 KiB
C#
121 lines
3.7 KiB
C#
using Content.Shared.Actions;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Ghost;
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/// <summary>
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/// Represents an observer ghost.
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/// Handles limiting interactions, using ghost abilities, ghost visibility, and ghost warping.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedGhostSystem))]
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[AutoGenerateComponentState(true), AutoGenerateComponentPause]
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public sealed partial class GhostComponent : Component
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{
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// Actions
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[DataField]
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public EntProtoId ToggleLightingAction = "ActionToggleLighting";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleLightingActionEntity;
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[DataField]
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public EntProtoId ToggleFoVAction = "ActionToggleFov";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleFoVActionEntity;
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[DataField]
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public EntProtoId ToggleGhostsAction = "ActionToggleGhosts";
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[DataField, AutoNetworkedField]
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public EntityUid? ToggleGhostsActionEntity;
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[DataField]
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public EntProtoId ToggleGhostHearingAction = "ActionToggleGhostHearing";
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[DataField]
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public EntityUid? ToggleGhostHearingActionEntity;
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[DataField]
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public EntProtoId BooAction = "ActionGhostBoo";
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[DataField, AutoNetworkedField]
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public EntityUid? BooActionEntity;
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// End actions
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/// <summary>
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/// Time at which the player died and created this ghost.
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/// Used to determine votekick eligibility.
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/// </summary>
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/// <remarks>
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/// May not reflect actual time of death if this entity has been paused,
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/// but will give an accurate length of time <i>since</i> death.
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/// </remarks>
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[DataField, AutoPausedField]
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public TimeSpan TimeOfDeath = TimeSpan.Zero;
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/// <summary>
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/// Range of the Boo action.
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/// </summary>
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[DataField]
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public float BooRadius = 3;
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/// <summary>
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/// Maximum number of entities that can affected by the Boo action.
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/// </summary>
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[DataField]
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public int BooMaxTargets = 3;
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//WL-ReturnToLobby-start
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[DataField]
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public EntProtoId ReturnToLobbyAction = "ActionGhostReturnToLobby";
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[DataField]
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public EntityUid? ReturnToLobbyActionEntity;
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public bool WasGivenReturnButtonAction = false;
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//WL-ReturnToLobby-end
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/// <summary>
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/// Is this ghost allowed to interact with entities?
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/// </summary>
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/// <remarks>
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/// Used to allow admins ghosts to interact with the world.
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/// Changed by <see cref="SharedGhostSystem.SetCanGhostInteract"/>.
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/// </remarks>
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[DataField("canInteract"), AutoNetworkedField]
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public bool CanGhostInteract;
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/// <summary>
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/// Is this ghost player allowed to return to their original body?
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/// </summary>
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/// <remarks>
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/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public bool CanReturnToBody;
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/// <summary>
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/// Ghost color
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/// </summary>
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/// <remarks>Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.</remarks>
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[DataField, AutoNetworkedField]
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public Color Color = Color.White;
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}
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public sealed partial class ToggleFoVActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostsActionEvent : InstantActionEvent { }
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public sealed partial class ToggleLightingActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostHearingActionEvent : InstantActionEvent { }
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public sealed partial class ToggleGhostVisibilityToAllEvent : InstantActionEvent { }
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public sealed partial class BooActionEvent : InstantActionEvent { }
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public sealed partial class GoLobbyActionEvent : InstantActionEvent { }
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