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* add mothership module * option for mothership to open self UI * fix mothership module * remove mothership body * swapp real hands for modules * action sprite for mothership module * removed hands from mothership core sprite * xenoborgs now drop a pinpointer to the mothership core once destroyed * add pinpointer to space movment module * add base for XenoborgRule * add xenoborg antag option * something was needed * something else was needed * add ghost role spawn points * change name in antag selection to Xenoborg Core * add random spawnPoint markers that don't do anything * add spawn points to mothership * update spawn points * add xenoborgs rule * add xenoborgs rule to rotation * add xenoborgs preset * update preset with secret version also added xenoborg mode description * modify Antag Selection system to allow for custom entities via the AntagSelectionDefinition * fix ghostroles spawners * fix rule with new entityPrototype * add spawnpoints to the mothership * whitelist system to spawnpoints * updated xenoborg components * added xenoborg component to xenoborgs * updated spawnpoints of xenoborgs in the mothership * add new tags for xenoborg and mothership core * add new tags for xenoborgs and mothership core * update ghostrole spawners for xenoborgs * message for when you get the xenoborg role * explode all xenoborgs when mothership core dies * for real now. explode all xenoborgs when mothership core is destroyed * round end summary for xenoborgs * temporary * add guidebook entry for xenoborgs * instructions on how to borg players * removed lock from xenoborg control computer * announcement when all xenoborgs die * announcement when mothership core is destroyed * typos * fix error * improve xenoborg mind role * move sounds to xenoborg and mothership component * play sounds when turned into xenoborg * change sprites of mothership core actions * minor fix * add custom xenoborg start sound * carps now attack xenoborgs * added guide link to xenoborgs * add guidebook link to xenoborgs * added guidebook link to mothership core * add link to source of the sound * fixed minor issue * has to be 1 * typo * add light layer to mothership core sprite * fixed antag selection system * update guideboook * update the guidebook again * alphabet * documentation * simplify documentation Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * make the briefing yml instead of code * fix bug with sprites * fix formating * remove stuff from AntagSelection * add stuff to AntagSpawner * fix game rule * removed secret xenoborg preset * support for more than one entity for each antag role * fix gamerule * fixes * no xeonborgs * add xenoborgs to all at once * engi xenoborg included * more comments * more recognizable * more xenoborgs when more players * removed unused stuff * correct access * removed unnecessary stuff * use GetAliveHumans and make comments better * Make the system more robust * use a constant * remove overload from the Destroy method * has to be public to be used in the xenoborg system * fix the mindrole methods * not sure, but I was asked to do it * use a constant for the color * forgot to make it static * removed param comments * removed useless parameters * fixed stuff * added event listeneers to xenoborg mind change * only 4 * unfuck the antagSpawner * comment * unfix stuff * commentary * removed xenoborg stuff from siliconLawSystem * move some stuff to the component * removed space * removed uncessary stuff * no need to crate a var * move stuff from mothership comp to xenoborg comp * removed XenoborgCoreRoleComponent * comment on the AntagSelectLocationEvent * added back empty line * comment * make the summary better * make AntagRoleToPrototypes summary better * adding useless stuff back cause it was there before * hascomp instead of trycomp * again * LocId instead of string * make a new logic for the whitelist of the spawnpoint * added ghostrole tags back * use hascomp instead of trycomp * removed whitelist from SpawnPointComponent * not needed anymore * no longer subverted * fixed names * make it better * add not * i'm dumb * briefing is now handled by the xenoborg system * call evac if there is too many xenoborgs * update submodule * fix division * Add AutoGenerateComponentPause and AutoPausedField to XenoborgsRuleComponent * add lines between stuff * Make the Blocking system more robust * Make mothership inherit from BaseMob * remove this stuff cause is bad * Revert "Make the Blocking system more robust" This reverts commit 099babfe1daef00e6073e04108920327416e4ca4. * Mothership core snaps to grid * stop mothership core from moving * mothership core is static again * make guidebook entry on how to xenoborg crew better * Make mothership core damageable * If xenoborgs need it, so do zombies i guess * Start the NextRoundEndCheck * follow private static readonly naming rule * Samething * Fix announcments * Make it a datafield, no? * Revert "Make it a datafield, no?" This reverts commit 62f6255ccccdd583d7f833ae4dbcd09a670f721a. * remove stuff * doesn't need to move * is kinda of a structure * so it doesn't pry floors as soon as it spawns * powercell hand to mothership core module * label for new hand * core_e -> core-e * mothership core can pilot the shuttle again * fix duplicated tag + description to xenoborg tags * scout xenoborg can now move in space without the jetpack so it can better use the sword module * improve basic xenoborg module * remove changes from zombie rule comp * swap AllEntityQuery for EntityQueryEnumerator * new line at the end * change to 15 seconds * make MothershipCoreDeathAnnouncmentSent into a datafield --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: beck-thompson <beck314159@hotmail.com>
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Silicons.Borgs.Components;
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/// <summary>
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/// This is used for the core body of a borg. This manages a borg's
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/// "brain", legs, modules, and battery. Essentially the master component
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/// for borg logic.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedBorgSystem)), AutoGenerateComponentState]
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public sealed partial class BorgChassisComponent : Component
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{
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#region Brain
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/// <summary>
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/// A whitelist for which entities count as valid brains
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/// </summary>
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[DataField("brainWhitelist")]
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public EntityWhitelist? BrainWhitelist;
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/// <summary>
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/// The container ID for the brain
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/// </summary>
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[DataField("brainContainerId")]
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public string BrainContainerId = "borg_brain";
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[ViewVariables(VVAccess.ReadWrite)]
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public ContainerSlot BrainContainer = default!;
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public EntityUid? BrainEntity => BrainContainer.ContainedEntity;
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#endregion
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#region Modules
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/// <summary>
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/// A whitelist for what types of modules can be installed into this borg
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/// </summary>
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[DataField("moduleWhitelist")]
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public EntityWhitelist? ModuleWhitelist;
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/// <summary>
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/// How many modules can be installed in this borg
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/// </summary>
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[DataField("maxModules"), ViewVariables(VVAccess.ReadWrite)]
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public int MaxModules = 3;
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/// <summary>
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/// The ID for the module container
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/// </summary>
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[DataField("moduleContainerId")]
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public string ModuleContainerId = "borg_module";
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[ViewVariables(VVAccess.ReadWrite)]
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public Container ModuleContainer = default!;
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public int ModuleCount => ModuleContainer.ContainedEntities.Count;
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#endregion
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/// <summary>
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/// The currently selected module
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/// </summary>
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[DataField("selectedModule"), AutoNetworkedField]
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public EntityUid? SelectedModule;
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#region Visuals
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[DataField("hasMindState")]
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public string HasMindState = string.Empty;
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[DataField("noMindState")]
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public string NoMindState = string.Empty;
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#endregion
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[DataField]
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public ProtoId<AlertPrototype> BatteryAlert = "BorgBattery";
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[DataField]
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public ProtoId<AlertPrototype> NoBatteryAlert = "BorgBatteryNone";
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/// <summary>
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/// If the entity can open own UI.
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/// </summary>
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[DataField]
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public bool CanOpenSelfUi;
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}
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[Serializable, NetSerializable]
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public enum BorgVisuals : byte
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{
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HasPlayer
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}
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[Serializable, NetSerializable]
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public enum BorgVisualLayers : byte
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{
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/// <summary>
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/// Main borg body layer.
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/// </summary>
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Body,
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/// <summary>
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/// Layer for the borg's mind state.
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/// </summary>
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Light,
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/// <summary>
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/// Layer for the borg flashlight status.
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/// </summary>
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LightStatus,
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}
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