Files
crystall-punk-14/Content.Server/Atmos/Components/FlammableComponent.cs
Ed 0bc1c31193 КОСТЁР (#22)
* респрайт костра, новый костёр

* fix itemheating

* этот костер потребовал слишком много работы

* перекрас травы
2024-04-03 00:48:08 +03:00

79 lines
2.7 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 { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FireStacks { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false;
[DataField("damage", 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("flammableCollisionShape")]
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("alwaysCombustible")]
public bool AlwaysCombustible = false;
/// <summary>
/// Can the component anyhow lose its FireStacks?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canExtinguish")]
public bool CanExtinguish = true;
/// <summary>
/// How many firestacks should be applied to component when being set on fire?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("firestacksOnIgnite")]
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;
}
}