using Content.Server.Gravity.EntitySystems; using Content.Shared.Gravity; namespace Content.Server.Gravity { [RegisterComponent] [Friend(typeof(GravityGeneratorSystem))] public sealed class GravityGeneratorComponent : SharedGravityGeneratorComponent { // 1% charge per second. [ViewVariables(VVAccess.ReadWrite)] [DataField("chargeRate")] public float ChargeRate { get; set; } = 0.01f; // The gravity generator has two power values. // Idle power is assumed to be the power needed to run the control systems and interface. [DataField("idlePower")] public float IdlePowerUse { get; set; } // Active power is the power needed to keep the gravity field stable. [DataField("activePower")] public float ActivePowerUse { get; set; } [DataField("lightRadiusMin")] public float LightRadiusMin { get; set; } [DataField("lightRadiusMax")] public float LightRadiusMax { get; set; } /// /// Is the power switch on? /// [DataField("switchedOn")] public bool SwitchedOn { get; set; } = true; /// /// Is the gravity generator intact? /// [DataField("intact")] public bool Intact { get; set; } = true; // 0 -> 1 [ViewVariables(VVAccess.ReadWrite)] [DataField("charge")] public float Charge { get; set; } = 1; /// /// Is the gravity generator currently "producing" gravity? /// [DataField("active")] public bool GravityActive { get; set; } = true; // Do we need a UI update even if the charge doesn't change? Used by power button. [ViewVariables] public bool NeedUIUpdate { get; set; } [ViewVariables] public bool NeedGravityUpdate { get; set; } } }