Initial commit.

This commit is contained in:
Vera Aguilera Puerto 2021-04-23 20:48:00 +02:00
commit 9ca3fc37b1
15 changed files with 1015 additions and 0 deletions

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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# DNX
project.lock.json
project.fragment.lock.json
artifacts/
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# TODO: Comment the next line if you want to checkin your web deploy settings
# but database connection strings (with potential passwords) will be unencrypted
#*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# NuGet v3's project.json files produces more ignoreable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
node_modules/
orleans.codegen.cs
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
*.mdf
*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# JetBrains Rider
.idea/
*.sln.iml
# CodeRush
.cr/
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Visual Studio Code workspace settings.
.vscode/*
!.vscode/extensions.json
# Release package files go here:
release/
# Apple please go.
.DS_Store
# KDE, come in.
.directory
# Working on the tools scripts is getting annoying okay?
.mypy_cache/
# Windows image file caches
Thumbs.db
ehthumbs.db

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[submodule "RobustToolbox"]
path = RobustToolbox
url = https://github.com/space-wizards/RobustToolbox.git

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LICENSE.TXT Normal file
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MIT License
Copyright (c) 2020 Space Wizards Federation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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### Robust Toolbox Singleplayer-only Template Project!
This is a singleplayer-only template project for RobustToolbox, to help bootstrap the whole thing. Good luck.
Also check out our [other template](https://github.com/space-wizards/RobustToolboxTemplate).

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Resources/.gitignore vendored Normal file
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Resources/keybinds.yml Normal file
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version: 1 # Currently unused.
binds: # These are all the current engine keybinds.
- function: UIClick
type: State
key: MouseLeft
canFocus: true
- function: UIRightClick
type: State
key: MouseRight
canFocus: true
priority: 10
- function: CloseModals
type: State
key: Escape
priority: 10
- function: Use
type: State
key: MouseLeft
canFocus: true
- function: ShowDebugMonitors
type: Toggle
key: F3
- function: HideUI
type: Toggle
mod1: Shift
key: F4
- function: MoveUp
type: State
key: W
- function: MoveLeft
type: State
key: A
- function: MoveRight
type: State
key: D
- function: MoveDown
type: State
key: S
- function: Walk
type: State
key: Shift
- function: EditorLinePlace
type: State
key: MouseLeft
canFocus: true
mod1: Shift
- function: EditorGridPlace
type: State
key: MouseLeft
canFocus: true
mod1: Control
- function: EditorPlaceObject
type: State
key: MouseLeft
canFocus: true
- function: EditorCancelPlace
type: State
key: MouseRight
canFocus: true
- function: EditorRotateObject
type: State
key: MouseMiddle
- function: TextCursorSelect
type: State
key: MouseLeft
mod1: Shift
canFocus: true
- function: ShowDebugConsole
type: State
key: Tilde
- function: TextCursorLeft
type: State
key: Left
canRepeat: true
- function: TextCursorRight
type: State
key: Right
canRepeat: true
- function: TextCursorWordLeft
type: State
key: Left
mod1: Control
canRepeat: true
allowSubCombs: true
- function: TextCursorWordRight
type: State
key: Right
mod1: Control
canRepeat: true
allowSubCombs: true
- function: TextCursorBegin
type: State
key: Home
- function: TextCursorEnd
type: State
key: End
canRepeat: true
- function: TextCursorSelectLeft
type: State
key: Left
mod1: Shift
canRepeat: true
allowSubCombs: true
- function: TextCursorSelectRight
type: State
key: Right
mod1: Shift
canRepeat: true
allowSubCombs: true
- function: TextCursorSelectWordLeft
type: State
key: Left
mod1: Shift
mod2: Control
canRepeat: true
allowSubCombs: true
- function: TextCursorSelectWordRight
type: State
key: Right
mod1: Shift
mod2: Control
canRepeat: true
allowSubCombs: true
- function: TextCursorSelectBegin
type: State
mod1: Shift
key: Home
allowSubCombs: true
- function: TextCursorSelectEnd
type: State
mod1: Shift
key: End
canRepeat: true
allowSubCombs: true
- function: TextBackspace
type: State
key: BackSpace
canRepeat: true
- function: TextSubmit
type: State
key: Return
- function: TextSubmit
type: State
key: NumpadEnter
- function: TextSelectAll
type: State
key: A
mod1: Control
allowSubCombs: true
- function: TextCopy
type: State
key: C
mod1: Control
allowSubCombs: true
- function: TextCut
type: State
key: X
mod1: Control
allowSubCombs: true
- function: TextPaste
type: State
key: V
mod1: Control
allowSubCombs: true
- function: TextHistoryPrev
type: State
key: Up
- function: TextHistoryNext
type: State
key: Down
- function: TextReleaseFocus
type: State
key: Escape
priority: 15
- function: TextScrollToBottom
type: State
key: PageDown
- function: TextDelete
type: State
key: Delete
canRepeat: true
- function: GuiTabNavigateNext
type: State
key: Tab
- function: GuiTabNavigatePrev
type: State
key: Tab
mod1: Shift

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Microsoft Visual Studio Solution File, Format Version 12.00
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EndProject
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EndProject
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EndProject
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EndProject
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EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Avalonia.Base", "RobustToolbox\Avalonia.Base\Avalonia.Base.csproj", "{A7C80535-9577-4DE1-9544-A2CC4FB6511C}"
EndProject
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{154B8514-C668-4BFC-AC03-C1CC9D220640} = {F5F87A9D-C304-4833-B107-D666317F6931}
{389B974A-4FB9-4679-B91D-29FBB5904018} = {154B8514-C668-4BFC-AC03-C1CC9D220640}
{AF551ED1-6F07-4035-8ADE-E647A9E533AB} = {F5F87A9D-C304-4833-B107-D666317F6931}
{8A30B42B-6897-4218-9932-AA348D4A4983} = {F5F87A9D-C304-4833-B107-D666317F6931}
{D56D47F6-2C26-42D2-BA00-C39824CFAF55} = {F5F87A9D-C304-4833-B107-D666317F6931}
{62452255-1DE7-4D37-BB01-A690EC7E3156} = {F5F87A9D-C304-4833-B107-D666317F6931}
{A7C80535-9577-4DE1-9544-A2CC4FB6511C} = {F5F87A9D-C304-4833-B107-D666317F6931}
EndGlobalSection
EndGlobal

1
RobustToolbox Submodule

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Subproject commit 6506171ea04a9c4a4781fa3991f630e9cb35981b

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using System.Globalization;
using Robust.Client;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Timing;
// DEVNOTE: You can change the namespace and project name to whatever you want!
// Just make sure to consistently use a prefix across your different projects.
namespace Template.Game
{
public class EntryPoint : GameClient
{
// See line 35. Controls the default game culture and language.
// Robust calls this culture, but you might find it more fitting to call it the game
// language. Robust doesn't support changing this mid-game. Load your config file early
// if you want that.
private const string Culture = "en-US";
public override void PreInit()
{
base.PreInit();
// Default to en-US.
// DEVNOTE: If you want your game to be multi-regional at runtime, you'll need to
// do something more complicated here.
IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
}
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
// DEVNOTE: Registers all of your components.
factory.DoAutoRegistrations();
TemplateIoC.Register();
IoCManager.BuildGraph();
// DEVNOTE: This is generally where you'll be setting up the IoCManager further, like the tile manager.
}
public override void PostInit()
{
base.PostInit();
// DEVNOTE: Further setup..
// DEVNOTE: This starts the singleplayer mode,
// which means you can start creating entities, spawning things...
// If you want to have a main menu to start the game from instead, use the StateManager.
IoCManager.Resolve<IBaseClient>().StartSinglePlayer();
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
// DEVNOTE: You'll want to do a proper shutdown here.
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
}
}
}

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using Robust.Shared;
using Robust.Shared.Configuration;
namespace Template.Game
{
// DEVNOTE: This is the same as SS14's CCVars. Except it's not named CCVars as that name is
// hot garbage.
[CVarDefs]
public sealed class GameConfigVars: CVars
{
// Declare persistent game config variables here.
// ```
// public static readonly CVarDef<SerializableType>
// VariableName = CVarDef.Create("namespace.varname", default_value, CVar.TYPE | CVar.OTHERTYPE)
// ```
// This is a good spot to store your database config, among other things.
public static readonly CVarDef<bool>
DummyCVarForTemplate = CVarDef.Create("dummy.whydoineedthis", true, CVar.ARCHIVE);
}
}

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using Robust.Shared.Input;
namespace Template.Game.Input
{
[KeyFunctions]
public static class ContentKeyFunctions
{
// DEVNOTE: Stick keys you want to be bindable here.
// public static readonly BoundKeyFunction DummyKey = "DummyKey";
}
}

38
Template.Game/Program.cs Normal file
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using Robust.Client;
namespace Template.Game
{
internal static class Program
{
public static void Main(string[] args)
{
ContentStart.StartLibrary(args, new GameControllerOptions()
{
// DEVNOTE: Your options here!
// We disable sandboxing given we're using RobustToolbox as a library, and we won't be on the hub.
Sandboxing = false,
// Projects with this prefix will be loaded by the engine.
ContentModulePrefix = "Template.",
// Name of the folder where the game will be built in. Also check Template.Game.csproj:9!
ContentBuildDirectory = "Template.Game",
// Default window name. This can also be changed on runtime with the IClyde service.
DefaultWindowTitle = "RobustToolbox Template Game",
// This template is singleplayer-only, so we disable connecting to a server from program arguments.
DisableCommandLineConnect = true,
// Name of the folder where the user's data (config, etc) will be stored.
UserDataDirectoryName = "Template Game",
// Name of the configuration file in the user's data directory.
ConfigFileName = "config.toml",
// There are a few more options, be sure to check them all!
});
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\RobustToolbox\MSBuild\Robust.Properties.targets" />
<PropertyGroup>
<!-- Work around https://github.com/dotnet/project-system/issues/4314 -->
<TargetFramework>$(TargetFramework)</TargetFramework>
<LangVersion>9</LangVersion>
<IsPackable>false</IsPackable>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<OutputPath>..\bin\Template.Game\</OutputPath> <!-- This is important for gamepack mounting purposes. -->
<OutputType Condition="'$(FullRelease)' != 'True'">Exe</OutputType>
<RootNamespace>Template.Game</RootNamespace>
</PropertyGroup>
<Import Project="..\RobustToolbox\MSBuild\Robust.DefineConstants.targets" />
<ItemGroup>
<PackageReference Include="Nett" Version="0.15.0" />
<PackageReference Include="JetBrains.Annotations" Version="2020.1.0" PrivateAssets="All" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\RobustToolbox\Lidgren.Network\Lidgren.Network.csproj" />
<ProjectReference Include="..\RobustToolbox\Robust.Shared.Maths\Robust.Shared.Maths.csproj" />
<ProjectReference Include="..\RobustToolbox\Robust.Shared\Robust.Shared.csproj" />
<ProjectReference Include="..\RobustToolbox\Robust.Client\Robust.Client.csproj" />
</ItemGroup>
<Import Project="..\RobustToolbox\MSBuild\Robust.Engine.targets" />
<Import Project="..\RobustToolbox\MSBuild\XamlIL.targets" />
</Project>

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namespace Template.Game
{
internal static class TemplateIoC
{
public static void Register()
{
// DEVNOTE: IoCManager registrations for the game go here.
}
}
}

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Template.Game/app.config Normal file
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<dependentAssembly>
<assemblyIdentity name="ICSharpCode.SharpZipLib" publicKeyToken="1b03e6acf1164f73" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-0.86.0.518" newVersion="0.86.0.518" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="Newtonsoft.Json" publicKeyToken="30ad4fe6b2a6aeed" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-11.0.0.0" newVersion="11.0.0.0" />
</dependentAssembly>
</assemblyBinding>
</runtime>
</configuration>