Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: VigersRay <60344369+VigersRay@users.noreply.github.com> Co-authored-by: Vigers Ray <vigersray@gmail.com>
64 lines
No EOL
2 KiB
C#
64 lines
No EOL
2 KiB
C#
using Content.Shared.Ninja.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component for ninja equipment that draws power from the ninja suit's battery instead of its own.
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/// Similar to PowerCellDrawComponent but uses the ninja suit as power source.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedNinjaSuitDrawSystem))]
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public sealed partial class NinjaSuitDrawComponent : Component
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{
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#region Prediction
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/// <summary>
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/// Whether there is any charge available to draw from the suit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanDraw;
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/// <summary>
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/// Whether there is sufficient charge to use.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanUse;
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#endregion
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/// <summary>
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/// Whether drawing is enabled.
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/// Having no ninja suit or battery will still disable it.
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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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/// How much the entity draws while enabled (in Watts).
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/// Set to 0 if you just wish to check for power upon activation.
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/// </summary>
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[DataField]
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public float DrawRate = 1f;
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/// <summary>
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/// How much power is used whenever the entity is "used" (in Joules).
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/// This is used to ensure the entity won't activate again without a minimum use power.
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/// </summary>
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[DataField]
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public float UseRate;
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/// <summary>
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/// When the next automatic power draw will occur
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/// </summary>
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[DataField("nextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextUpdateTime;
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/// <summary>
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/// How long to wait between power drawing.
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/// </summary>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(1);
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} |