* 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>
67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.PowerCell;
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/// <summary>
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/// Indicates that the entity's ActivatableUI requires power or else it closes.
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/// </summary>
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/// <remarks>
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/// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween.
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/// Requires <see cref="ItemToggleComponent"/> to work.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class PowerCellDrawComponent : Component
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{
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#region Prediction
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/// <summary>
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/// Whether there is any charge available to draw.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("canDraw"), AutoNetworkedField]
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public bool CanDraw;
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/// <summary>
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/// Whether there is sufficient charge to use.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("canUse"), AutoNetworkedField]
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public bool CanUse;
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#endregion
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/// <summary>
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/// Whether drawing is enabled, regardless of ItemToggle.
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/// Having no cell will still disable it.
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/// Only use this if you really don't want it to use power for some time.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// How much the entity draws while the UI is open.
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/// Set to 0 if you just wish to check for power upon opening the UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("drawRate")]
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public float DrawRate = 1f;
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/// <summary>
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/// How much power is used whenever the entity is "used".
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/// This is used to ensure the UI won't open again without a minimum use power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("useRate")]
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public float UseRate;
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/// <summary>
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/// When the next automatic power draw will occur
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/// </summary>
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[DataField("nextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextUpdateTime;
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/// <summary>
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/// How long to wait between power drawing.
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/// </summary>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(1);
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}
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