66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Delivery;
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/// <summary>
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/// Component given to deliveries.
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/// This delivery will "prime" based on circumstances defined in the datafield.
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/// When primed, it will attempt to explode every few seconds, with the chance increasing each time it fails to do so.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(DeliveryModifierSystem))]
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public sealed partial class DeliveryBombComponent : Component
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{
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/// <summary>
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/// How often will this bomb retry to explode.
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/// </summary>
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[DataField]
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public TimeSpan ExplosionRetryDelay = TimeSpan.FromSeconds(3);
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/// <summary>
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/// The time at which the next retry will happen
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
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public TimeSpan NextExplosionRetry;
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/// <summary>
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/// The chance this bomb explodes each time it attempts to do so.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ExplosionChance = 0.05f;
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/// <summary>
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/// How much should the chance of explosion increase each failed retry?
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/// </summary>
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[DataField]
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public float ExplosionChanceRetryIncrease = 0.01f;
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/// <summary>
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/// Should this bomb get primed when the delivery is unlocked?
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/// </summary>
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[DataField]
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public bool PrimeOnUnlock = true;
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/// <summary>
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/// Should this bomb get primed when the delivery is broken?
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/// Requires to be fragile as well.
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/// </summary>
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[DataField]
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public bool PrimeOnBreakage = true;
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/// <summary>
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/// Should this bomb get primed when the delivery expires?
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/// Requires to be priority as well.
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/// </summary>
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[DataField]
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public bool PrimeOnExpire = true;
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/// <summary>
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/// Multiplier to choose when a crazy person actually opens it.
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/// Multiplicative, not additive.
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/// </summary>
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[DataField]
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public float SpesoMultiplier = 1.5f;
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}
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