* Changes the AME sound effect to not be the default MetalThud. * Was told on discord to make a minor change to autorerun the tests due to the Build & Test Debug failing! * Attribution and licensing, as requsted by deathride58 * Fixes the high-pitched squeak audible to some people! * Audio file tweaked by SlamBamActionMan to eliminate a weird squeak they were still able to hear. Thanks!
102 lines
3.3 KiB
C#
102 lines
3.3 KiB
C#
using Content.Server.Ame.EntitySystems;
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using Content.Shared.Ame.Components;
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using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Ame.Components;
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/// <summary>
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/// The component used to make an entity the controller/fuel injector port of an AntiMatter Engine.
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/// Connects to adjacent entities with this component or <see cref="AmeShieldComponent"/> to make an AME.
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/// </summary>
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[Access(typeof(AmeControllerSystem), typeof(AmeNodeGroup))]
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[RegisterComponent]
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public sealed partial class AmeControllerComponent : SharedAmeControllerComponent
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{
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/// <summary>
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/// Antimatter fuel slot.
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/// </summary>
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[DataField("fuelSlot")]
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[ViewVariables(VVAccess.ReadWrite)]
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public ItemSlot FuelSlot = new();
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/// <summary>
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/// Whether or not the AME controller is currently injecting animatter into the reactor.
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/// </summary>
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[DataField("injecting")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Injecting = false;
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/// <summary>
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/// How much antimatter the AME controller is set to inject into the reactor per update.
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/// </summary>
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[DataField("injectionAmount")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int InjectionAmount = 2;
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/// <summary>
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/// How stable the reactor currently is.
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/// When this falls to <= 0 the reactor explodes.
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/// </summary>
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[DataField("stability")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int Stability = 100;
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/// <summary>
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/// The sound used when pressing buttons in the UI.
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/// </summary>
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[DataField("clickSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier ClickSound = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
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/// <summary>
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/// The sound used when injecting antimatter into the AME.
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/// </summary>
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[DataField("injectSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier InjectSound = new SoundPathSpecifier("/Audio/Machines/ame_fuelinjection.ogg");
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/// <summary>
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/// The last time this could have injected fuel into the AME.
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/// </summary>
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[DataField("lastUpdate")]
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public TimeSpan LastUpdate = default!;
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/// <summary>
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/// The next time this will try to inject fuel into the AME.
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/// </summary>
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[DataField("nextUpdate")]
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public TimeSpan NextUpdate = default!;
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/// <summary>
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/// The next time this will try to update the controller UI.
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/// </summary>
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public TimeSpan NextUIUpdate = default!;
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/// <summary>
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/// The the amount of time that passes between injection attempts.
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/// </summary>
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[DataField("updatePeriod")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan UpdatePeriod = TimeSpan.FromSeconds(10.0);
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/// <summary>
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/// The maximum amount of time that passes between UI updates.
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/// </summary>
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[ViewVariables]
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public TimeSpan UpdateUIPeriod = TimeSpan.FromSeconds(3.0);
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/// <summary>
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/// Time at which the admin alarm sound effect can next be played.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan EffectCooldown;
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/// <summary>
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/// Time between admin alarm sound effects. Prevents spam
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/// </summary>
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[DataField]
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public TimeSpan CooldownDuration = TimeSpan.FromSeconds(10f);
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}
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