Files
tbd-station-14/Content.Server/Tools/Components/WelderComponent.cs
2022-02-16 18:23:23 +11:00

72 lines
2.7 KiB
C#

using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Sound;
using Content.Shared.Tools.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Tools.Components
{
[RegisterComponent]
public sealed class WelderComponent : SharedWelderComponent
{
/// <summary>
/// Solution on the entity that contains the fuel.
/// </summary>
[DataField("fuelSolution")]
public string FuelSolution { get; } = "Welder";
/// <summary>
/// Reagent that will be used as fuel for welding.
/// </summary>
[DataField("fuelReagent", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string FuelReagent { get; } = "WeldingFuel";
/// <summary>
/// Fuel consumption per second, while the welder is active.
/// </summary>
[DataField("fuelConsumption")]
public FixedPoint2 FuelConsumption { get; } = FixedPoint2.New(0.05f);
/// <summary>
/// A fuel amount to be consumed when the welder goes from being unlit to being lit.
/// </summary>
[DataField("welderOnConsume")]
public FixedPoint2 FuelLitCost { get; } = FixedPoint2.New(0.5f);
/// <summary>
/// Sound played when the welder is turned off.
/// </summary>
[DataField("welderOffSounds")]
public SoundSpecifier WelderOffSounds { get; } = new SoundCollectionSpecifier("WelderOff");
/// <summary>
/// Sound played when the tool is turned on.
/// </summary>
[DataField("welderOnSounds")]
public SoundSpecifier WelderOnSounds { get; } = new SoundCollectionSpecifier("WelderOn");
[DataField("welderRefill")]
public SoundSpecifier WelderRefill { get; } = new SoundPathSpecifier("/Audio/Effects/refill.ogg");
/// <summary>
/// When the welder is lit, this damage is added to the base melee weapon damage.
/// </summary>
/// <remarks>
/// If this is a standard welder, this damage bonus should probably subtract the entity's standard melee weapon damage
/// and replace it all with heat damage.
/// </remarks>
[DataField("litMeleeDamageBonus")]
public DamageSpecifier LitMeleeDamageBonus = new();
/// <summary>
/// Whether the item is safe to refill while lit without exploding the tank.
/// </summary>
[DataField("tankSafe")]
public bool TankSafe = false; //I have no idea what I'm doing
}
}