- Powerful - Data-oriented - Approved by PJB - Powered by node graphs and AI pathfinding - Coded by the same nerd who brought you atmos Co-authored-by: Exp <theexp111@gmail.com>
71 lines
2.0 KiB
C#
71 lines
2.0 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Interactable
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{
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[Flags]
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public enum ToolQuality : byte
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{
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None = 0,
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Anchoring = 1,
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Prying = 1 << 1,
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Screwing = 1 << 2,
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Cutting = 1 << 3,
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Welding = 1 << 4,
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Multitool = 1 << 5,
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}
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public static class ToolQualityHelpers
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{
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public static string GetToolName(this ToolQuality quality)
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{
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return quality switch
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{
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ToolQuality.Anchoring => "Wrench",
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ToolQuality.Prying => "Crowbar",
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ToolQuality.Screwing => "Screwdriver",
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ToolQuality.Cutting => "Wirecutters",
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ToolQuality.Welding => "Welding tool",
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ToolQuality.Multitool => "Multitool",
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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}
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public class SharedToolComponent : Component
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{
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public override string Name => "Tool";
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public virtual ToolQuality Qualities { get; set; }
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}
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[NetSerializable, Serializable]
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public class MultiToolComponentState : ComponentState
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{
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public ToolQuality Quality { get; }
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public MultiToolComponentState(ToolQuality quality) : base(ContentNetIDs.MULTITOOLS)
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{
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Quality = quality;
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}
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}
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[NetSerializable, Serializable]
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public class WelderComponentState : ComponentState
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{
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public float FuelCapacity { get; }
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public float Fuel { get; }
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public bool Activated { get; }
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public ToolQuality Quality { get; }
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public WelderComponentState(float fuelCapacity, float fuel, bool activated) : base(ContentNetIDs.WELDER)
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{
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FuelCapacity = fuelCapacity;
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Fuel = fuel;
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Activated = activated;
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Quality = ToolQuality.Welding;
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}
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}
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}
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