CatStation/Content.Server/StationEvents/Components/SolarFlareRuleComponent.cs
qwerltaz e39cd127d9
fix some station events targeting off-station grids (#45813)
* fix vent critters spawning off station

* I polish the code

* add utility to get entities ONLY on the station. use in vent critters rule.

* fix station events affecting outside grids

* better argument names for GetEntitiesWithComponentOnStation

* BreakerFlipRule

* \n

* fix doc in GetEntitiesWithComponentOnStation

* keep the comments

* remove BreakerFlipRuleComponent Blacklist

* minor cleanup

* review

* format

---------

Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
2026-10-03 19:17:59 +00:00

68 lines
2.2 KiB
C#

using Content.Server.StationEvents.Events;
using Content.Shared.Doors.Components;
using Content.Shared.Light.Components;
using Content.Shared.Radio;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents.Components;
/// <summary>
/// Solar Flare event specific configuration
/// </summary>
[RegisterComponent, Access(typeof(SolarFlareRule))]
public sealed partial class SolarFlareRuleComponent : Component
{
/// <summary>
/// If true, only headsets affected, but e.g. handheld radio will still work
/// </summary>
[DataField("onlyJamHeadsets")]
public bool OnlyJamHeadsets;
/// <summary>
/// Channels that will be disabled for a duration of event
/// </summary>
[DataField]
public HashSet<ProtoId<RadioChannelPrototype>> AffectedChannels = new();
/// <summary>
/// List of extra channels that can be random disabled on top of the starting channels.
/// </summary>
/// <remarks>
/// Channels are not removed from this, so its possible to roll the same channel multiple times.
/// </remarks>
[DataField]
public List<ProtoId<RadioChannelPrototype>> ExtraChannels = new();
/// <summary>
/// Number of times to roll a channel from ExtraChannels.
/// </summary>
/// <remarks>
/// Channels are not removed from it, so its possible to roll the same channel multiple times.
/// </remarks>
[DataField("extraCount")]
public uint ExtraCount;
/// <summary>
/// The collection of lights that will be affected by the solar flare event.
/// </summary>
[DataField]
public HashSet<(EntityUid, PoweredLightComponent)> AffectedLights = [];
/// <summary>
/// The collection of airlocks that will be affected by the solar flare event.
/// </summary>
[DataField]
public HashSet<(EntityUid, AirlockComponent)> AffectedAirlocks = [];
/// <summary>
/// Chance light bulb breaks per second during event
/// </summary>
[DataField("lightBreakChancePerSecond")]
public float LightBreakChancePerSecond;
/// <summary>
/// Chance door toggles per second during event
/// </summary>
[DataField("doorToggleChancePerSecond")]
public float DoorToggleChancePerSecond;
}