* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
132 lines
3.6 KiB
C#
132 lines
3.6 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Audio;
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namespace Content.Shared.Electrocution;
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/// <summary>
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/// Component for things that shock users on touch.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ElectrifiedComponent : Component
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{
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Should player get damage on collide
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnBump = true;
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/// <summary>
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/// Should player get damage on attack
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnAttacked = true;
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/// <summary>
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/// When true - disables power if a window is present in the same tile
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool NoWindowInTile = false;
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/// <summary>
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/// Should player get damage on interact with empty hand
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnHandInteract = true;
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/// <summary>
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/// Should player get damage on interact while holding an object in their hand
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnInteractUsing = true;
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/// <summary>
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/// Indicates if the entity requires power to function
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool RequirePower = true;
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/// <summary>
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/// Indicates if the entity uses APC power
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool UsesApcPower = false;
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/// <summary>
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/// Identifier for the high voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? HighVoltageNode;
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/// <summary>
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/// Identifier for the medium voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? MediumVoltageNode;
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/// <summary>
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/// Identifier for the low voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? LowVoltageNode;
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/// <summary>
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/// Damage multiplier for HV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float HighVoltageDamageMultiplier = 3f;
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/// <summary>
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/// Shock time multiplier for HV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float HighVoltageTimeMultiplier = 1.5f;
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/// <summary>
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/// Damage multiplier for MV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MediumVoltageDamageMultiplier = 2f;
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/// <summary>
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/// Shock time multiplier for MV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MediumVoltageTimeMultiplier = 1.25f;
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[DataField, AutoNetworkedField]
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public float ShockDamage = 7.5f;
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/// <summary>
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/// Shock time, in seconds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ShockTime = 8f;
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[DataField, AutoNetworkedField]
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public float SiemensCoefficient = 1f;
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[DataField, AutoNetworkedField]
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public SoundSpecifier ShockNoises = new SoundCollectionSpecifier("sparks");
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[DataField, AutoNetworkedField]
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public SoundPathSpecifier AirlockElectrifyDisabled = new("/Audio/Machines/airlock_electrify_on.ogg");
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[DataField, AutoNetworkedField]
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public SoundPathSpecifier AirlockElectrifyEnabled = new("/Audio/Machines/airlock_electrify_off.ogg");
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[DataField, AutoNetworkedField]
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public bool PlaySoundOnShock = true;
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[DataField, AutoNetworkedField]
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public float ShockVolume = 20;
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[DataField, AutoNetworkedField]
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public float Probability = 1f;
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[DataField, AutoNetworkedField]
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public bool IsWireCut = false;
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}
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