142 lines
4.4 KiB
C#
142 lines
4.4 KiB
C#
using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Chemistry.Components;
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[Serializable, NetSerializable]
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public sealed partial class InjectorDoAfterEvent : SimpleDoAfterEvent
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{
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}
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/// <summary>
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/// Implements draw/inject behavior for droppers and syringes.
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/// </summary>
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/// <remarks>
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/// Can optionally support both
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/// injection and drawing or just injection. Can inject/draw reagents from solution
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/// containers, and can directly inject into a mobs bloodstream.
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/// </remarks>
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/// <seealso cref="SharedInjectorSystem"/>
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/// <seealso cref="InjectorToggleMode"/>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class InjectorComponent : Component
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{
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[DataField]
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public string SolutionName = "injector";
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/// <summary>
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/// Whether or not the injector is able to draw from containers or if it's a single use
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/// device that can only inject.
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/// </summary>
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[DataField]
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public bool InjectOnly;
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/// <summary>
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/// Whether or not the injector is able to draw from or inject from mobs
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/// </summary>
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/// <remarks>
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/// for example: droppers would ignore mobs
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/// </remarks>
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[DataField]
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public bool IgnoreMobs;
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/// <summary>
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/// Whether or not the injector is able to draw from or inject into containers that are closed/sealed
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/// </summary>
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/// <remarks>
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/// for example: droppers can not inject into cans, but syringes can
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/// </remarks>
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[DataField]
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public bool IgnoreClosed = true;
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/// <summary>
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/// The minimum amount of solution that can be transferred at once from this solution.
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/// </summary>
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[DataField("minTransferAmount")]
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public FixedPoint2 MinimumTransferAmount = FixedPoint2.New(5);
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/// <summary>
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/// The maximum amount of solution that can be transferred at once from this solution.
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/// </summary>
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[DataField("maxTransferAmount")]
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public FixedPoint2 MaximumTransferAmount = FixedPoint2.New(15);
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/// <summary>
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/// Amount to inject or draw on each usage. If the injector is inject only, it will
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/// attempt to inject it's entire contents upon use.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public FixedPoint2 TransferAmount = FixedPoint2.New(5);
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/// <summary>
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/// Injection delay (seconds) when the target is a mob.
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/// </summary>
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/// <remarks>
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/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
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/// in combat mode.
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/// </remarks>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Each additional 1u after first 5u increases the delay by X seconds.
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/// </summary>
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[DataField]
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public TimeSpan DelayPerVolume = TimeSpan.FromSeconds(0.1);
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/// <summary>
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/// The state of the injector. Determines it's attack behavior. Containers must have the
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/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
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/// only ever be set to Inject
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/// </summary>
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[AutoNetworkedField]
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[DataField]
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public InjectorToggleMode ToggleState = InjectorToggleMode.Draw;
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/// <summary>
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/// Reagents that are allowed to be within this injector.
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/// If a solution has both allowed and non-allowed reagents, only allowed reagents will be drawn into this injector.
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/// A null ReagentWhitelist indicates all reagents are allowed.
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/// </summary>
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[DataField]
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public List<ProtoId<ReagentPrototype>>? ReagentWhitelist = null;
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#region Arguments for injection doafter
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/// <inheritdoc cref=DoAfterArgs.NeedHand>
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[DataField]
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public bool NeedHand = true;
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/// <inheritdoc cref=DoAfterArgs.BreakOnHandChange>
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[DataField]
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public bool BreakOnHandChange = true;
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/// <inheritdoc cref=DoAfterArgs.MovementThreshold>
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[DataField]
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public float MovementThreshold = 0.1f;
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#endregion
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}
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/// <summary>
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/// Possible modes for an <see cref="InjectorComponent"/>.
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/// </summary>
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public enum InjectorToggleMode : byte
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{
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/// <summary>
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/// The injector will try to inject reagent into things.
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/// </summary>
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Inject,
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/// <summary>
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/// The injector will try to draw reagent from things.
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/// </summary>
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Draw
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}
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