6
2025-08-05 10:00:54 +03:00

45 lines
1.4 KiB
C#

using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Defusable;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
namespace Content.Server.Defusable.WireActions;
public sealed partial class DelayWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Yellow;
public override string Name { get; set; } = "wire-name-bomb-delay";
public override bool LightRequiresPower { get; set; } = false;
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.DelayWireUsed ? StatusLightState.On : StatusLightState.Off;
}
public override object StatusKey { get; } = DefusableWireStatus.DelayIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return true;
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
return true;
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().DelayWirePulse(user, wire, comp);
}
}