Files
tbd-station-14/Content.Shared/Cuffs/Components/CuffableComponent.cs
Clon clover 045eba06c3 Damage on forced uncuff (#17801)
* cuffs do 1 damage

* Update SharedCuffableSystem.cs

* Update SharedCuffableSystem.cs

* remove unused code

* Update CuffableComponent.cs

* alphabetical

* damage

---------

Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
2023-07-03 15:30:09 -06:00

78 lines
2.3 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Cuffs.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedCuffableSystem))]
public sealed class CuffableComponent : Component
{
/// <summary>
/// The current RSI for the handcuff layer
/// </summary>
[DataField("currentRSI"), ViewVariables(VVAccess.ReadWrite)]
public string? CurrentRSI;
/// <summary>
/// How many of this entity's hands are currently cuffed.
/// </summary>
[ViewVariables]
public int CuffedHandCount => Container.ContainedEntities.Count * 2;
/// <summary>
/// The last pair of cuffs that was added to this entity.
/// </summary>
[ViewVariables]
public EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
/// <summary>
/// Container of various handcuffs currently applied to the entity.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public Container Container = default!;
/// <summary>
/// Whether or not the entity can still interact (is not cuffed)
/// </summary>
[DataField("canStillInteract"), ViewVariables(VVAccess.ReadWrite)]
public bool CanStillInteract = true;
/// <summary>
/// Damage is applied to someone when they try to uncuff themselves.
/// </summary>
[DataField("damageOnResist"), ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier DamageOnResist = new()
{
DamageDict = new()
{
{ "Blunt", 3.0 },
}
};
}
[Serializable, NetSerializable]
public sealed class CuffableComponentState : ComponentState
{
public readonly bool CanStillInteract;
public readonly int NumHandsCuffed;
public readonly string? RSI;
public readonly string? IconState;
public readonly Color? Color;
public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string? iconState, Color? color)
{
NumHandsCuffed = numHandsCuffed;
CanStillInteract = canStillInteract;
RSI = rsiPath;
IconState = iconState;
Color = color;
}
}
[ByRefEvent]
public readonly record struct CuffedStateChangeEvent;