97 lines
2.6 KiB
C#
97 lines
2.6 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Prying.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PryingComponent : Component
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{
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/// <summary>
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/// Whether the entity can pry open powered doors
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/// </summary>
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[DataField]
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public bool PryPowered;
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/// <summary>
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/// Whether the tool can bypass certain restrictions when prying.
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/// For example door bolts.
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/// </summary>
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[DataField]
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public bool Force;
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/// <summary>
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/// Modifier on the prying time.
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/// Lower values result in more time.
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/// </summary>
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[DataField]
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public float SpeedModifier = 1.0f;
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/// <summary>
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/// What sound to play when prying is finished.
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/// </summary>
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[DataField]
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public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/crowbar.ogg");
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/// <summary>
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/// Whether the entity can currently pry things.
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/// </summary>
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[DataField]
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public bool Enabled = true;
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}
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/// <summary>
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/// Raised directed on an entity before prying it.
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/// Cancel to stop the entity from being pried open.
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/// </summary>
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[ByRefEvent]
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public record struct BeforePryEvent(EntityUid User, bool PryPowered, bool Force, bool StrongPry)
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{
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public readonly EntityUid User = User;
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/// <summary>
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/// Whether prying should be allowed even if whatever is being pried is powered.
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/// </summary>
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public readonly bool PryPowered = PryPowered;
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/// <summary>
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/// Whether prying should be allowed to go through under most circumstances. (E.g. airlock is bolted).
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/// Systems may still wish to ignore this occasionally.
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/// </summary>
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public readonly bool Force = Force;
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/// <summary>
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/// Whether anything other than bare hands were used. This should only be false if prying is being performed without a prying comp.
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/// </summary>
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public readonly bool StrongPry = StrongPry;
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public string? Message;
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public bool Cancelled;
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}
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/// <summary>
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/// Raised directed on an entity that has been pried.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PriedEvent(EntityUid User)
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{
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public readonly EntityUid User = User;
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}
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/// <summary>
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/// Raised to determine how long the door's pry time should be modified by.
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/// Multiply PryTimeModifier by the desired amount.
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/// </summary>
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[ByRefEvent]
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public record struct GetPryTimeModifierEvent
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{
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public readonly EntityUid User;
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public float PryTimeModifier = 1.0f;
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public float BaseTime = 5.0f;
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public GetPryTimeModifierEvent(EntityUid user)
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{
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User = user;
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}
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}
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