102 lines
3.5 KiB
C#
102 lines
3.5 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Nuke;
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using Content.Shared.Sound;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Nuke
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{
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/// <summary>
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/// Nuclear device that can devistate an entire station.
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/// Basicaly a station self-destruction mechanism.
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/// To activate it, user needs to insert an authorization disk and enter a secret code.
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/// </summary>
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[RegisterComponent]
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[Friend(typeof(NukeSystem))]
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public class NukeComponent : Component
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{
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public override string Name => "Nuke";
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/// <summary>
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/// Default bomb timer value in seconds.
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/// </summary>
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[DataField("timer")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int Timer = 180;
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/// <summary>
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/// Slot name for to store nuclear disk inside bomb.
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/// See <see cref="SharedItemSlotsComponent"/> for mor info.
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/// </summary>
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[DataField("slot")]
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public string DiskSlotName = "DiskSlot";
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/// <summary>
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/// Annihilation radius in which all human players will be gibed
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/// </summary>
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[DataField("blastRadius")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int BlastRadius = 200;
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/// <summary>
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/// After this time nuke will play last alert sound
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/// </summary>
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[DataField("alertTime")]
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public float AlertSoundTime = 10.0f;
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[DataField("keypadPressSound")]
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public SoundSpecifier KeypadPressSound = new SoundPathSpecifier("/Audio/Machines/Nuke/general_beep.ogg");
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[DataField("accessGrantedSound")]
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public SoundSpecifier AccessGrantedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/general_beep.ogg");
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[DataField("accessDeniedSound")]
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public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg");
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[DataField("alertSound")]
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public SoundSpecifier AlertSound = new SoundPathSpecifier("/Audio/Machines/alarm.ogg");
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[DataField("armSound")]
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public SoundSpecifier ArmSound = new SoundPathSpecifier("/Audio/Misc/notice1.ogg");
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[DataField("disarmSound")]
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public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
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/// <summary>
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/// Time until explosion in seconds.
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/// </summary>
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[ViewVariables]
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public float RemainingTime;
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/// <summary>
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/// Does bomb contains valid entity inside <see cref="DiskSlotName"/>?
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/// If it is, user can anchor bomb or enter nuclear code to arm it.
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/// </summary>
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[ViewVariables]
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public bool DiskInserted = false;
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/// <summary>
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/// Curent nuclear code buffer. Entered manually by players.
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/// If valid it will allow arm/disarm bomb.
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/// </summary>
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[ViewVariables]
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public string EnteredCode = "";
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/// <summary>
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/// Current status of a nuclear bomb.
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/// </summary>
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[ViewVariables]
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public NukeStatus Status = NukeStatus.AWAIT_DISK;
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/// <summary>
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/// Check if nuke has already played last alert sound
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/// </summary>
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public bool PlayedAlertSound = false;
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public IPlayingAudioStream? AlertAudioStream = default;
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}
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}
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