Files
tbd-station-14/Content.Server/Anomaly/Components/AnomalySynchronizerComponent.cs
Ed 92be69a5ab Anomalous infections (#31876)
* inner anomaly

* anomaly pulse action

* test anom mine

* Update anomalies.yml

* fix action cooldown

* pyro_eyes

* clientsystem

* experiments

* blya

* some telegraphy

* shock eyes!

* shadow eyes

* separate files

* frosty eyes

* fix

* flora eyes

* bluespace eyes

* flesh eyes

* redoing injction

* auto add layers

* пипяу

* new injector component

* stupid me

* nice marker injectors

* anomaly spawn on shutdown

* gravity anom

* dead anomaly spawning

* add VOX states

* sprite specific layers support

* technology anom infection

* auto detach anomalies that have moved away

* Update anomaly_injections.yml

* anomalyspawner integration

* rock anomaly!

* Update anomaly_injections.yml

* fix crash bug

* tag filter

* fix anom dublication spawns

* Update anomaly.yml

* Update InnerBodyAnomalyComponent.cs

* Update anomaly_injections.yml

* dont spawn anomalies after decay

* fix morb sprite, add end message

* gravity resprite

* admin logging, double injection fix

* make flesh and living light mobs friendly to anomaly hosts

* popups

* severity feedback

* sloth review

* A

* keep organs after gib

* punpun host

* sloth synchronization

* Update arachnid.yml

* increase infections spawnrate
2024-09-17 12:49:19 +03:00

67 lines
2.1 KiB
C#

using Content.Shared.DeviceLinking;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Anomaly.Components;
/// <summary>
/// a device that allows you to translate anomaly activity into multitool signals.
/// </summary>
[RegisterComponent, AutoGenerateComponentPause, Access(typeof(AnomalySynchronizerSystem))]
public sealed partial class AnomalySynchronizerComponent : Component
{
/// <summary>
/// The uid of the anomaly to which the synchronizer is connected.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? ConnectedAnomaly;
/// <summary>
/// Should the anomaly pulse when connected to the synchronizer?
/// </summary>
[DataField]
public bool PulseOnConnect = true;
/// <summary>
/// Should the anomaly pulse when disconnected from synchronizer?
/// </summary>
[DataField]
public bool PulseOnDisconnect = false;
/// <summary>
/// minimum distance from the synchronizer to the anomaly to be attached
/// </summary>
[DataField]
public float AttachRange = 0.4f;
/// <summary>
/// Periodicheski checks to see if the anomaly has moved to disconnect it.
/// </summary>
[DataField]
public TimeSpan CheckFrequency = TimeSpan.FromSeconds(1f);
[DataField, AutoPausedField]
public TimeSpan NextCheckTime = TimeSpan.Zero;
[DataField]
public ProtoId<SourcePortPrototype> DecayingPort = "Decaying";
[DataField]
public ProtoId<SourcePortPrototype> StabilizePort = "Stabilize";
[DataField]
public ProtoId<SourcePortPrototype> GrowingPort = "Growing";
[DataField]
public ProtoId<SourcePortPrototype> PulsePort = "Pulse";
[DataField]
public ProtoId<SourcePortPrototype> SupercritPort = "Supercritical";
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier ConnectedSound = new SoundPathSpecifier("/Audio/Machines/anomaly_sync_connect.ogg");
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier DisconnectedSound = new SoundPathSpecifier("/Audio/Machines/anomaly_sync_connect.ogg");
}