* commit * Update SharedRepairableSystem.cs * compo * final touches. * Update RepairableComponent.cs * Update RepairableSystem.cs * Update Content.Shared/Repairable/RepairableSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
54 lines
1.7 KiB
C#
54 lines
1.7 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Tools;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Repairable;
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/// <summary>
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/// Use this component to mark a device as repairable.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial 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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[DataField, AutoNetworkedField]
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public DamageSpecifier? Damage;
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/// <summary>
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/// Cost of fuel used to repair this device.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int FuelCost = 5;
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/// <summary>
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/// Tool quality necessary to repair this device.
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/// </summary>
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[DataField, AutoNetworkedField]
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public ProtoId<ToolQualityPrototype> QualityNeeded = "Welding";
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/// <summary>
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/// The base tool use delay (seconds). This will be modified by the tool's quality
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/// </summary>
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[DataField, AutoNetworkedField]
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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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[DataField, AutoNetworkedField]
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public float SelfRepairPenalty = 3f;
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/// <summary>
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/// Whether an entity is allowed to repair itself.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AllowSelfRepair = true;
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}
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