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using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.LockKey.Components;
/// <summary>
/// A component of a lock that stores its keyhole shape, complexity, and current state.
/// </summary>
[RegisterComponent, AutoGenerateComponentState(fieldDeltas: true), NetworkedComponent]
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public sealed partial class CP14LockComponent : Component
{
[DataField, AutoNetworkedField]
public List<int>? LockShape = null;
/// <summary>
/// On which element of the shape sequence the lock is now located. It's necessary for the mechanics of breaking and entering.
/// </summary>
[DataField, AutoNetworkedField]
public int LockPickStatus = 0;
/// <summary>
/// If not null, automatically generates a lock for the specified category on initialization. This ensures that the lock will be opened with a key of the same category.
/// </summary>
[DataField]
public ProtoId<CP14LockTypePrototype>? AutoGenerateShape = null;
/// <summary>
/// If not null, the lock will automatically generate a random shape on initialization with selected numbers of elements. Useful for random dungeons doors or chests for example.
/// </summary>
[DataField]
public int? AutoGenerateRandomShape = null;
/// <summary>
/// This component is used for two types of items: Entities themselves that are locked (doors, chests),
/// and a portable lock item that can be built into other entities. This variable determines whether
/// using this entity on another entity can overwrite the lock properties of the target entity.
/// </summary>
[DataField]
public bool CanEmbedded = false;
[DataField]
public SoundSpecifier EmbedSound = new SoundPathSpecifier("/Audio/_CP14/Items/lockpick_use.ogg")
{
Params = AudioParams.Default
.WithVariation(0.05f)
.WithVolume(0.5f),
};
}