mirror of
https://github.com/space-syndicate/space-station-14.git
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* zap icon * recipe todo * add module * add action image * add electrified sprite to engi xenoborg * add one pixel * anti fun change * remove useless action * remove texture * add shock delay * check is done in the right place now * pause stuff * use custom serializer * make shock only 3 seconds * change values * microbalance commit * move down * captalization
179 lines
5.2 KiB
C#
179 lines
5.2 KiB
C#
using Robust.Shared.GameStates;
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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.Shared.Electrocution;
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/// <summary>
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/// Component for things that shock users on touch.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ElectrifiedComponent : Component
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{
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/// <summary>
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/// Check if it is actually electrified at the moment.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Should player get damage on collide
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnBump = true;
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/// <summary>
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/// Should player get damage on attack
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnAttacked = true;
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/// <summary>
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/// When true - disables power if a window is present in the same tile
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool NoWindowInTile = false;
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/// <summary>
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/// Should player get damage on interact with empty hand
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnHandInteract = true;
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/// <summary>
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/// Should player get damage on interact while holding an object in their hand
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnInteractUsing = true;
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/// <summary>
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/// Whether the entity should electrocute on activation in world.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OnActivateInWorld = false;
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/// <summary>
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/// Indicates if the entity requires power to function
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool RequirePower = true;
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/// <summary>
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/// Indicates if the entity uses APC power
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool UsesApcPower = false;
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/// <summary>
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/// Identifier for the high voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? HighVoltageNode;
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/// <summary>
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/// Identifier for the medium voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? MediumVoltageNode;
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/// <summary>
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/// Identifier for the low voltage node.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? LowVoltageNode;
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/// <summary>
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/// Damage multiplier for HV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float HighVoltageDamageMultiplier = 3f;
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/// <summary>
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/// Shock time multiplier for HV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float HighVoltageTimeMultiplier = 2f;
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/// <summary>
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/// Damage multiplier for MV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MediumVoltageDamageMultiplier = 2f;
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/// <summary>
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/// Shock time multiplier for MV electrocution
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MediumVoltageTimeMultiplier = 1.5f;
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/// <summary>
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/// Base damage to be inflected upon electrocution.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ShockDamage = 7.5f;
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/// <summary>
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/// Shock time, in seconds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ShockTime = 5f;
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/// <summary>
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/// Delay between consecutive shocks
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan? ShockDelay;
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/// <summary>
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/// When the entity will be able to shock again
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/// </summary>
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[DataField(customTypeSerializer:typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
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public TimeSpan? NextShock;
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/// Base conductivity, is combined coefficient of electrocution targets to check if electrocution attempts works.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SiemensCoefficient = 1f;
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/// <summary>
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/// Noise to play when shocking.
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/// </summary>
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[DataField, AutoNetworkedField]
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public SoundSpecifier ShockNoises = new SoundCollectionSpecifier("sparks");
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/// <summary>
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/// Sound to play when disabled.
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/// </summary>
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[DataField, AutoNetworkedField]
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public SoundPathSpecifier AirlockElectrifyDisabled = new("/Audio/Machines/airlock_electrify_off.ogg");
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/// <summary>
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/// Sound to play when enabled.
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/// </summary>
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[DataField, AutoNetworkedField]
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public SoundPathSpecifier AirlockElectrifyEnabled = new("/Audio/Machines/airlock_electrify_on.ogg");
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/// <summary>
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/// If sound should be played upon shocking something or someone.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool PlaySoundOnShock = true;
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/// <summary>
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/// Volume of shock sound.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ShockVolume = 20;
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/// <summary>
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/// The chance if it would shock someone.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Probability = 1f;
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/// <summary>
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/// If the power wire of this component is cut, aka no longer electrified.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IsWireCut = false;
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}
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