33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using System;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Electrocution;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffects;
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public sealed class Electrocute : ReagentEffect
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{
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[DataField("electrocuteTime")] public int ElectrocuteTime = 2;
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[DataField("electrocuteDamageScale")] public int ElectrocuteDamageScale = 5;
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/// <remarks>
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/// true - refresh electrocute time, false - accumulate electrocute time
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/// </remarks>
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[DataField("refresh")] public bool Refresh = true;
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public override bool ShouldLog => true;
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public override void Effect(ReagentEffectArgs args)
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{
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EntitySystem.Get<ElectrocutionSystem>().TryDoElectrocution(args.SolutionEntity, null,
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Math.Max((args.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime), Refresh);
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args.Source?.RemoveReagent(args.Reagent.ID, args.Quantity);
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}
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}
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