6
2026-01-24 12:49:55 +03:00

62 lines
1.5 KiB
C#

using Content.Shared.Actions;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Silicons.Laws.Components;
/// <summary>
/// This is used for entities which are bound to silicon laws and can view them.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedSiliconLawSystem))]
public sealed partial class SiliconLawBoundComponent : Component
{
/// <summary>
/// The last entity that provided laws to this entity.
/// </summary>
[DataField]
public EntityUid? LastLawProvider;
}
/// <summary>
/// Event raised to get the laws that a law-bound entity has.
///
/// Is first raised on the entity itself, then on the
/// entity's station, then on the entity's grid,
/// before being broadcast.
/// </summary>
/// <param name="Entity"></param>
[ByRefEvent]
public record struct GetSiliconLawsEvent(EntityUid Entity)
{
public EntityUid Entity = Entity;
public SiliconLawset Laws = new();
public bool Handled = false;
}
public sealed partial class ToggleLawsScreenEvent : InstantActionEvent
{
}
[NetSerializable, Serializable]
public enum SiliconLawsUiKey : byte
{
Key
}
[Serializable, NetSerializable]
public sealed class SiliconLawBuiState : BoundUserInterfaceState
{
public List<SiliconLaw> Laws;
public HashSet<string>? RadioChannels;
public SiliconLawBuiState(List<SiliconLaw> laws, HashSet<string>? radioChannels)
{
Laws = laws;
RadioChannels = radioChannels;
}
}