Add guidebook protodata tag: embed prototype values in guidebook text (#27570)
* First clumsy implementation of guidebook protodata * Support for Properties, format strings * Better null * Rename file * Documentation and some cleanup * Handle errors better * Added note about client-side components * A couple of examples * DataFields * Use attributes like a sane person * Outdated doc * string.Empty * No IComponent? * No casting * Use EntityManager.ComponentFactory * Use FrozenDictionary * Cache tagged component fields * Iterate components and check if they're tagged
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@@ -16,7 +16,7 @@
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<GuideEntityEmbed Entity="WeldingFuelTank" />
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</Box>
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The J.R.P.A.C.M.A.N. can be found across the station in maintenance shafts, and is ideal for crew to set up themselves whenever there are power issues.
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The J.R.P.A.C.M.A.N. can be found across the station in maintenance shafts, and is ideal for crew to set up themselves whenever there are power issues. Its output of up to [color=orange][protodata="PortableGeneratorJrPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color] is enough to power a few important devices.
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Setup is incredibly easy: wrench it down above an [color=green]LV[/color] power cable, give it some welding fuel, and start it up.
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Welding fuel should be plentiful to find around the station. In a pinch, you can even transfer some from the big tanks with a soda can or water bottle. Just remember to empty the soda can first, I don't think it likes soda as fuel.
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The (S.U.P.E.R.)P.A.C.M.A.N. is intended for usage by engineering for advanced power scenarios. Bootstrapping larger engines, powering departments, and so on.
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The S.U.P.E.R.P.A.C.M.A.N. boasts a larger power output and longer runtime at maximum output, but scales down to lower outputs less efficiently.
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The S.U.P.E.R.P.A.C.M.A.N. boasts a larger power output (up to [color=orange][protodata="PortableGeneratorSuperPacman" comp="FuelGenerator" member="MaxTargetPower" format="N0"/] W[/color]) and longer runtime at maximum output, but scales down to lower outputs less efficiently.
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They connect directly to [color=yellow]MV[/color] or [color=orange]HV[/color] power cables, and are able to switch between them for flexibility.
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To arm a bomb, you can either [color=yellow]right click[/color] and click [color=yellow]Begin countdown[/click], or [color=yellow]alt-click[/color] the bomb. It will begin beeping.
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## Time
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A bomb has a limited time, at a minimum of 90 and a maximum of 300. You can view the timer by examining it, unless the Proceed wire is cut. Once the timer hits zero, the bomb will detonate.
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A bomb has a limited time, at a minimum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="ShortestDelayOption"/] seconds and a maximum of [protodata="SyndicateBomb" comp="OnUseTimerTrigger" member="LongestDelayOption"/] seconds. You can view the timer by examining it, unless the Proceed wire is cut. Once the timer hits zero, the bomb will detonate.
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## Bolts
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By default, once armed, a bomb will bolt itself to the ground. You must find the BOLT wire and cut it to disable the bolts, after which you can unwrench it and throw it into space.
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