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using Content.Shared.Examine;
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using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Shared.Emp;
public abstract class SharedEmpSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmpDisabledComponent, ExaminedEvent>(OnExamine);
}
protected const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
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/// <summary>
/// Triggers an EMP pulse at the given location, by first raising an <see cref="EmpAttemptEvent"/>, then a raising <see cref="EmpPulseEvent"/> on all entities in range.
/// </summary>
/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
/// <param name="range">The range of the EMP pulse.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public virtual void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption, float duration)
{
}
private void OnExamine(Entity<EmpDisabledComponent> ent, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("emp-disabled-comp-on-examine"));
}
}