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114 lines
3.9 KiB
C#
114 lines
3.9 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Atmos.Components
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause] // TODO: Access restriction so that other systems have to use the API to modify fire stacks
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public sealed partial class FlammableComponent : Component
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{
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/// <summary>
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/// Is the mob currently resisting being on fire
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/// (i.e. throwing themselves onto the ground to extinguish themselves)?
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/// </summary>
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[ViewVariables]
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public bool Resisting => ResistCompleteTime.HasValue;
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/// <summary>
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/// The time stamp at which the active resist will be over and the mob's flame stacks will be reduced.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan? ResistCompleteTime;
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/// <summary>
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/// Timestamp for the next update.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextUpdate;
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/// <summary>
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/// The time resisting being on fire will take.
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/// The mob will be paralyzed for this duration.
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/// </summary>
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[DataField]
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public TimeSpan ResistTime = TimeSpan.FromSeconds(2);
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool OnFire;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FireStacks;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MaximumFireStacks = 10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinimumFireStacks = -10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string FlammableFixtureID = "flammable";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float MinIgnitionTemperature = 373.15f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool FireSpread { get; private set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool CanResistFire { get; private set; } = false;
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[DataField(required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
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/// <summary>
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/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
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/// </summary>
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[DataField]
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public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
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/// <summary>
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/// Should the component be set on fire by interactions with isHot entities
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool AlwaysCombustible = false;
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/// <summary>
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/// Can the component anyhow lose its FireStacks?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool CanExtinguish = true;
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/// <summary>
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/// How many firestacks should be applied to component when being set on fire?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FirestacksOnIgnite = 2.0f;
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/// <summary>
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/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float FirestackFade = -0.1f;
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[DataField]
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public ProtoId<AlertPrototype> FireAlert = "Fire";
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}
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}
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