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crystall-punk-14/Content.Shared/Cuffs/Components/HandcuffComponent.cs

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using Content.Shared.Damage;
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using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Cuffs.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedCuffableSystem))]
public sealed partial class HandcuffComponent : Component
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{
/// <summary>
/// The time it takes to cuff an entity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float CuffTime = 3.5f;
/// <summary>
/// The time it takes to uncuff an entity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float UncuffTime = 3.5f;
/// <summary>
/// The time it takes for a cuffed entity to uncuff itself.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float BreakoutTime = 15f;
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/// <summary>
/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float StunBonus = 2f;
/// <summary>
/// Will the cuffs break when removed?
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool BreakOnRemove;
/// <summary>
/// Will the cuffs break when removed?
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId? BrokenPrototype;
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/// <summary>
/// Whether or not these cuffs are in the process of being removed.
/// Used simply to prevent spawning multiple <see cref="BrokenPrototype"/>.
/// </summary>
[DataField]
public bool Removing;
/// <summary>
/// Whether the cuffs are currently being used to cuff someone.
/// We need the extra information for when the virtual item is deleted because that can happen when you simply stop
/// pulling them on the ground.
/// </summary>
[DataField]
public bool Used;
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/// <summary>
/// The path of the RSI file used for the player cuffed overlay.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public string? CuffedRSI = "Objects/Misc/handcuffs.rsi";
/// <summary>
/// The iconstate used with the RSI file for the player cuffed overlay.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public string? BodyIconState = "body-overlay";
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/// <summary>
/// An opptional color specification for <see cref="BodyIconState"/>
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/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Color Color = Color.White;
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartCuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_start.ogg");
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier EndCuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_end.ogg");
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartBreakoutSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartUncuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier EndUncuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
}
/// <summary>
/// Event fired on the User when the User attempts to uncuff the Target.
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/// Should generate popups on the User.
/// </summary>
[ByRefEvent]
public record struct UncuffAttemptEvent(EntityUid User, EntityUid Target)
{
public readonly EntityUid User = User;
public readonly EntityUid Target = Target;
public bool Cancelled = false;
}
/// <summary>
/// Event raised on an entity being uncuffed to determine any modifiers to the amount of time it takes to uncuff them.
/// </summary>
[ByRefEvent]
public record struct ModifyUncuffDurationEvent(EntityUid User, EntityUid Target, float Duration);