Files
crystall-punk-14/Content.Server/Atmos/Components/FlammableComponent.cs
Ed 057556b605 Merge remote-tracking branch 'space-station-14/master' into ed-26-04-2024-upstream
# Conflicts:
#	Content.IntegrationTests/Tests/Station/EvacShuttleTest.cs
2024-04-26 00:33:04 +03:00

95 lines
3.0 KiB
C#

using Content.Shared.Damage;
using Robust.Shared.Physics.Collision.Shapes;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public sealed partial class FlammableComponent : Component
{
[DataField]
public bool Resisting;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool OnFire;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FireStacks;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanResistFire { get; private set; } = false;
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
/// <summary>
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
/// </summary>
[DataField]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
/// <summary>
/// Should the component be set on fire by interactions with isHot entities
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AlwaysCombustible = false;
/// <summary>
/// Can the component anyhow lose its FireStacks?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanExtinguish = true;
/// <summary>
/// How many firestacks should be applied to component when being set on fire?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FirestacksOnIgnite = 2.0f;
/// <summary>
/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float FirestackFade = -0.1f;
/// <summary>
/// Set FirestackFade on Ingite to this value
/// </summary>
[DataField]
public float? FirestackFadeOnIgnite = null;
/// <summary>
/// CrystallPunk moment
/// determines how extinction "FirestackFade" will fade out. it can be used to make "parabolas" of object ignition and decay.
/// </summary>
[DataField]
public float FirestackFadeFade = 0;
}
}