39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using Content.Shared.Light.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.VariationPass.Components;
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/// <summary>
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/// This handle randomly destroying lights, causing them to flicker endlessly, or replacing their tube/bulb with different variants.
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/// </summary>
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[RegisterComponent]
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public sealed partial class PoweredLightVariationPassComponent : Component
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{
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/// <summary>
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/// Chance that a light will be replaced with a broken variant.
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/// </summary>
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[DataField]
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public float LightBreakChance = 0.15f;
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/// <summary>
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/// Chance that a light will be replaced with an aged variant.
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/// </summary>
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[DataField]
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public float LightAgingChance = 0.05f;
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[DataField]
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public float AgedLightTubeFlickerChance = 0.03f;
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[DataField]
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public EntProtoId BrokenLightBulbPrototype = "LightBulbBroken";
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[DataField]
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public EntProtoId BrokenLightTubePrototype = "LightTubeBroken";
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[DataField]
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public EntProtoId AgedLightBulbPrototype = "LightBulbOld";
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[DataField]
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public EntProtoId AgedLightTubePrototype = "LightTubeOld";
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}
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