6
2026-01-13 18:31:02 +02:00

51 lines
1.6 KiB
C#

using Content.Shared.Tools.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Shared.Tools.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedToolSystem))]
public sealed partial class ToolComponent : Component
{
[DataField]
public PrototypeFlags<ToolQualityPrototype> Qualities = [];
/// <summary>
/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
/// </summary>
[DataField]
public float SpeedModifier = 1;
[DataField]
public SoundSpecifier? UseSound;
// Frontier: hide qualities
[DataField]
public bool HideQualities;
// End Frontier
}
/// <summary>
/// Attempt event called *before* any do afters to see if the tool usage should succeed or not.
/// Raised on both the tool and then target.
/// </summary>
public sealed class ToolUseAttemptEvent(EntityUid user, float fuel, EntityUid tool, IEnumerable<string> qualities) : CancellableEntityEventArgs // Frontier: added tool, qualities
{
public EntityUid User { get; } = user;
public float Fuel = fuel;
public EntityUid Tool { get; } = tool; // Frontier: the tool being used
public IEnumerable<string> Qualities { get; } = qualities; // Frontier: the tool qualities being used here
}
/// <summary>
/// Event raised on the user of a tool to see if they can actually use it.
/// </summary>
[ByRefEvent]
public struct ToolUserAttemptUseEvent(EntityUid? target)
{
public EntityUid? Target = target;
public bool Cancelled = false;
}