42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Content.Shared.Damage; // DeltaV - EMP damage
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Will cause an EMP at the entity's location when triggered.
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/// If TargetUser is true then it will be spawned at their position.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EmpOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// EMP range.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 1.0f;
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/// <summary>
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/// How much energy (in Joules) will be consumed per battery in range.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float EnergyConsumption;
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/// <summary>
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/// How long it disables targets.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan DisableDuration = TimeSpan.FromSeconds(60);
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/// <summary>
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/// DeltaV - The damage dealt to silicons instead of draining their power cells
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/// </summary>
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[DataField]
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public DamageSpecifier Damage = new() {
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DamageDict = new() {
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{ "Ion", 130 } // Most EMP sources should pretty much oneshot silicons. This would kill an IPC and completely disable a borg for a minute.
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}
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};
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}
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