* setup codebase * add content * cococontent! * i try to understand git, and fix merge conflict. * clean up * fix attribution * wtf? * reuse PowerCellDraw * reuse UseDelay * minor clean up * fix ugly hack * change bad sound license * integrate devicenetwork system, some fixes * add medium-size circle barrier * deltanedas 3/4 fix * check fixes * check fix 2 * remove HoS barrier, add CE barrier. sorted some function * increase craft cost turtle, remove CE barrier, add Maxim barrier, move syndie barrier to Nuke uplink only * Shitcode update! Add support to wire network energy shield * some clean up + BIG dome sprite * just checking slowdown field * translate * refactoring to current ver * Я даун * buff energy shields * fix linter --------- Co-authored-by: Ed <edwardxperia2000@gmail.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
85 lines
2.5 KiB
C#
85 lines
2.5 KiB
C#
using Content.Shared.DeviceLinking;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EnergyDome;
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/// <summary>
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/// component, allows an entity to generate a battery-powered energy dome of a specific type.
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/// </summary>
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[RegisterComponent, Access(typeof(EnergyDomeSystem))] //Access add
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public sealed partial class EnergyDomeGeneratorComponent : Component
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{
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[DataField]
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public bool Enabled = false;
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/// <summary>
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/// How much energy will be spent from the battery per unit of damage taken by the shield.
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/// </summary>
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[DataField]
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public float DamageEnergyDraw = 10f;
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/// <summary>
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/// Whether or not the dome can be toggled via standard interactions
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/// (alt verbs, using in hand, etc)
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/// </summary>
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[DataField]
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public bool CanInteractUse = true;
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/// <summary>
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/// Can the NetworkDevice system activate and deactivate the barrier?
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/// </summary>
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[DataField]
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public bool CanDeviceNetworkUse = false;
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//Dome
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId DomePrototype = "EnergyDomeSmallRed";
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[DataField]
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public EntityUid? SpawnedDome;
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/// <summary>
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/// the entity on which the shield will be hung. This is either the container containing
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/// the item or the item itself. Determined when the shield is activated,
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/// it is stored in the component for changing the protected entity.
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/// </summary>
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[DataField]
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public EntityUid? DomeParentEntity;
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//Action
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[DataField]
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public EntProtoId ToggleAction = "ActionToggleDome";
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[DataField]
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public EntityUid? ToggleActionEntity;
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//Sounds
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[DataField]
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public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
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[DataField]
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public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Machines/anomaly_sync_connect.ogg");
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[DataField]
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public SoundSpecifier EnergyOutSound = new SoundPathSpecifier("/Audio/Machines/energyshield_down.ogg");
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[DataField]
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public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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[DataField]
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public SoundSpecifier ParrySound = new SoundPathSpecifier("/Audio/Machines/energyshield_parry.ogg")
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{
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Params = AudioParams.Default.WithVariation(0.05f)
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};
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//Ports
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[DataField]
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public ProtoId<SinkPortPrototype> TogglePort = "Toggle";
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[DataField]
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public ProtoId<SinkPortPrototype> OnPort = "On";
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[DataField]
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public ProtoId<SinkPortPrototype> OffPort = "Off";
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}
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