* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Tools;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Repairable
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{
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[RegisterComponent]
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public sealed class RepairableComponent : Component
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{
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/// <summary>
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/// All the damage to change information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
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/// in order to heal/repair the damage values have to be negative.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("damage")]
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public DamageSpecifier? Damage;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fuelCost")]
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public int FuelCost = 5;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("qualityNeeded", customTypeSerializer:typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
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public string QualityNeeded = "Welding";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("doAfterDelay")]
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public int DoAfterDelay = 1;
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/// <summary>
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/// A multiplier that will be applied to the above if an entity is repairing themselves.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("selfRepairPenalty")]
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public float SelfRepairPenalty = 3f;
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/// <summary>
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/// Whether or not an entity is allowed to repair itself.
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/// </summary>
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[DataField("allowSelfRepair")]
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public bool AllowSelfRepair = true;
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}
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}
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