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crystall-punk-14/Content.Server/Atmos/Components/FlammableComponent.cs

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using Content.Shared.Alert;
using Content.Shared.Damage;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Prototypes;
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public sealed partial class FlammableComponent : Component
{
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[DataField]
public bool Resisting;
[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
public bool OnFire;
[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
public float FireStacks;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanResistFire { get; private set; } = false;
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary>
[DataField]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary>
/// Should the component be set on fire by interactions with isHot entities
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AlwaysCombustible = false;
/// <summary>
/// Can the component anyhow lose its FireStacks?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanExtinguish = true;
/// <summary>
/// How many firestacks should be applied to component when being set on fire?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FirestacksOnIgnite = 2.0f;
/// <summary>
/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float FirestackFade = -0.1f;
[DataField]
public ProtoId<AlertPrototype> FireAlert = "Fire";
/// <summary>
/// CrystallPunk fireplace fuel
/// </summary>
[DataField]
public float CP14FireplaceFuel = 10f;
}
}