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crystall-punk-14/Content.Shared/Medical/DefibrillatorComponent.cs

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using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Medical;
/// <summary>
/// This is used for defibrillators; a machine that shocks a dead
/// person back into the world of the living.
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
/// Uses <c>ItemToggleComponent</c>
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class DefibrillatorComponent : Component
{
/// <summary>
/// The time at which the zap cooldown will be completed
/// </summary>
[DataField("nextZapTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
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public TimeSpan? NextZapTime;
/// <summary>
/// The minimum time between zaps
/// </summary>
[DataField("zapDelay"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
/// <summary>
/// How much damage is healed from getting zapped.
/// </summary>
[DataField("zapHeal", required: true), ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier ZapHeal = default!;
/// <summary>
/// The electrical damage from getting zapped.
/// </summary>
[DataField("zapDamage"), ViewVariables(VVAccess.ReadWrite)]
public int ZapDamage = 5;
/// <summary>
/// How long the victim will be electrocuted after getting zapped.
/// </summary>
[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
/// <summary>
/// How long the doafter for zapping someone takes
/// </summary>
/// <remarks>
/// This is synced with the audio; do not change one but not the other.
/// </remarks>
[DataField("doAfterDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DoAfterDuration = TimeSpan.FromSeconds(3);
[DataField]
public bool AllowDoAfterMovement = true;
[DataField]
public bool CanDefibCrit = true;
/// <summary>
/// The sound when someone is zapped.
/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("zapSound")]
public SoundSpecifier? ZapSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_zap.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("chargeSound")]
public SoundSpecifier? ChargeSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_charge.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("failureSound")]
public SoundSpecifier? FailureSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_failed.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("successSound")]
public SoundSpecifier? SuccessSound = new SoundPathSpecifier("/Audio/Items/Defib/defib_success.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("readySound")]
public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
}
[Serializable, NetSerializable]
public enum DefibrillatorVisuals : byte
{
Ready
}
[Serializable, NetSerializable]
public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
{
}