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crystall-punk-14/Content.Server/Shuttles/Components/ThrusterComponent.cs

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using System.Numerics;
using Content.Server.Shuttles.Systems;
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using Content.Shared.Damage;
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Shuttles.Components
{
[RegisterComponent, NetworkedComponent]
[Access(typeof(ThrusterSystem))]
public sealed partial class ThrusterComponent : Component
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{
/// <summary>
/// Whether the thruster has been force to be enabled / disabled (e.g. VV, interaction, etc.)
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/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled { get; set; } = true;
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/// <summary>
/// This determines whether the thruster is actually enabled for the purposes of thrust
/// </summary>
public bool IsOn;
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// Need to serialize this because RefreshParts isn't called on Init and this will break post-mapinit maps!
[ViewVariables(VVAccess.ReadWrite), DataField("thrust")]
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public float Thrust = 100f;
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[DataField("thrusterType")]
public ThrusterType Type = ThrusterType.Linear;
[DataField("burnShape")] public List<Vector2> BurnPoly = new()
{
new Vector2(-0.4f, 0.5f),
new Vector2(-0.1f, 1.2f),
new Vector2(0.1f, 1.2f),
new Vector2(0.4f, 0.5f)
};
/// <summary>
/// How much damage is done per second to anything colliding with our thrust.
/// </summary>
[DataField("damage")] public DamageSpecifier? Damage = new();
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[DataField("requireSpace")]
public bool RequireSpace = true;
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// Used for burns
public List<EntityUid> Colliding = new();
public bool Firing = false;
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/// <summary>
/// Next time we tick damage for anyone colliding.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextFire;
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}
public enum ThrusterType
{
Linear,
// Angular meaning rotational.
Angular,
}
}