61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
using System.Threading;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Medical.Components
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{
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/// <summary>
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/// Applies a damage change to the target when used in an interaction.
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/// </summary>
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[RegisterComponent]
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public sealed class HealingComponent : Component
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{
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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/// <remarks>
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/// This should generally be negative,
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/// since you're, like, trying to heal damage.
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/// </remarks>
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[DataField("bloodlossModifier")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float BloodlossModifier = 0.0f;
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/// <remarks>
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/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. For a
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/// HealingComponent this filters what damage container type this component should work on. If null,
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/// all damage container types are supported.
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/// </remarks>
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[DataField("damageContainer", customTypeSerializer: typeof(PrototypeIdSerializer<DamageContainerPrototype>))]
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public string? DamageContainerID;
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/// <summary>
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/// How long it takes to apply the damage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("delay")]
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public float Delay = 3f;
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/// <summary>
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/// Delay multiplier when healing yourself.
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/// </summary>
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[DataField("selfHealPenaltyMultiplier")]
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public float SelfHealPenaltyMultiplier = 3f;
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/// <summary>
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/// Sound played on healing begin
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/// </summary>
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[DataField("healingBeginSound")]
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public SoundSpecifier? HealingBeginSound = null;
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/// <summary>
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/// Sound played on healing end
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/// </summary>
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[DataField("healingEndSound")]
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public SoundSpecifier? HealingEndSound = null;
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}
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}
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