90 lines
2.9 KiB
C#
90 lines
2.9 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// This component is added to entities that you want to damage the player
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/// if the player interacts with it. For example, if a player tries touching
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/// a hot light bulb or an anomaly. This damage can be cancelled if the user
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/// has a component that protects them from this.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class DamageOnInteractComponent : Component
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{
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/// <summary>
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/// How much damage to apply to the person making contact
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public DamageSpecifier Damage = default!;
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/// <summary>
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/// Whether the damage should be resisted by a person's armor values
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/// and the <see cref="DamageOnInteractProtectionComponent"/>
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/// </summary>
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[DataField]
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public bool IgnoreResistances;
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/// <summary>
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/// What kind of localized text should pop up when they interact with the entity
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/// </summary>
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[DataField]
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public LocId? PopupText;
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/// <summary>
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/// The sound that should be made when interacting with the entity
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/// </summary>
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[DataField]
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public SoundSpecifier InteractSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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/// <summary>
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/// Generic boolean to toggle the damage application on and off
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/// This is useful for things that can be toggled on or off, like a stovetop
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IsDamageActive = true;
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/// <summary>
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/// Whether the thing should be thrown from its current position when they interact with the entity
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/// </summary>
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[DataField]
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public bool Throw = false;
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/// <summary>
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/// The speed applied to the thing when it is thrown
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/// </summary>
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[DataField]
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public int ThrowSpeed = 10;
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/// <summary>
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/// Time between being able to interact with this entity
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/// </summary>
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[DataField]
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public uint InteractTimer = 0;
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/// <summary>
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/// Tracks the last time this entity was interacted with, but only if the interaction resulted in the user taking damage
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/// </summary>
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[DataField]
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public TimeSpan LastInteraction = TimeSpan.Zero;
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/// <summary>
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/// Tracks the time that this entity can be interacted with, but only if the interaction resulted in the user taking damage
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/// </summary>
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[DataField]
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public TimeSpan NextInteraction = TimeSpan.Zero;
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/// <summary>
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/// Probability that the user will be stunned when they interact with with this entity and took damage
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/// </summary>
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[DataField]
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public float StunChance = 0.0f;
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/// <summary>
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/// Duration, in seconds, of the stun applied to the user when they interact with the entity and took damage
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/// </summary>
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[DataField]
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public float StunSeconds = 0.0f;
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}
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