Files
tbd-station-14/Content.Shared/Medical/DefibrillatorComponent.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

94 lines
3.2 KiB
C#

using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Medical;
/// <summary>
/// This is used for defibrillators; a machine that shocks a dead
/// person back into the world of the living.
/// Uses <c>ItemToggleComponent</c>
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class DefibrillatorComponent : Component
{
/// <summary>
/// The time at which the zap cooldown will be completed
/// </summary>
[DataField("nextZapTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan? NextZapTime;
/// <summary>
/// The minimum time between zaps
/// </summary>
[DataField("zapDelay"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
/// <summary>
/// How much damage is healed from getting zapped.
/// </summary>
[DataField("zapHeal", required: true), ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier ZapHeal = default!;
/// <summary>
/// The electrical damage from getting zapped.
/// </summary>
[DataField("zapDamage"), ViewVariables(VVAccess.ReadWrite)]
public int ZapDamage = 5;
/// <summary>
/// How long the victim will be electrocuted after getting zapped.
/// </summary>
[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
/// <summary>
/// How long the doafter for zapping someone takes
/// </summary>
/// <remarks>
/// This is synced with the audio; do not change one but not the other.
/// </remarks>
[DataField("doAfterDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DoAfterDuration = TimeSpan.FromSeconds(3);
[DataField]
public bool AllowDoAfterMovement = true;
[DataField]
public bool CanDefibCrit = true;
/// <summary>
/// The sound when someone is zapped.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("zapSound")]
public SoundSpecifier? ZapSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_zap.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("chargeSound")]
public SoundSpecifier? ChargeSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_charge.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("failureSound")]
public SoundSpecifier? FailureSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_failed.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("successSound")]
public SoundSpecifier? SuccessSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_success.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("readySound")]
public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
}
[Serializable, NetSerializable]
public enum DefibrillatorVisuals : byte
{
Ready
}
[Serializable, NetSerializable]
public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
{
}