Files
tbd-station-14/Content.Server/Atmos/Components/FlammableComponent.cs
2023-11-14 22:55:45 +11:00

66 lines
2.2 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Physics.Collision.Shapes;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public sealed partial class FlammableComponent : Component
{
[DataField]
public bool Resisting;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool OnFire { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FireStacks { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false;
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary>
[DataField("flammableCollisionShape")]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary>
/// Should the component be set on fire by interactions with isHot entities
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("alwaysCombustible")]
public bool AlwaysCombustible = false;
/// <summary>
/// Can the component anyhow lose its FireStacks?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canExtinguish")]
public bool CanExtinguish = true;
/// <summary>
/// How many firestacks should be applied to component when being set on fire?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("firestacksOnIgnite")]
public float FirestacksOnIgnite = 2.0f;
/// <summary>
/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float FirestackFade = -0.1f;
}
}