mirror of
https://github.com/wega-team/ss14-wega.git
synced 2026-02-15 03:31:44 +01:00
* borg repair is now multiple doafters * is a float now * use else * remove random new line i added for some reason * add new line at the end of the file * add documentation * made repair system super robust * borg heal faster from crit * forgot to make it a datafield * less overpower * cant repair futher than the threshold for alive if not alive or dead * fix math * more math * fixes * some comentary * more accurate * simple solution * new solution * better numbers * more accurate * use helper function * fine tunning the number * better way to restart the doafter * update AutoDoAfter * not used * more clear * remove inline if * improve helper methods * updare pop up message * another unused * nuke consecutive repair bonus * increase the repair (so it doesn't take ages to fix a borg) * back to 10 per repair * heal evenly * fix for edge case * fix * fix * it works now * add / fix comments * small clean up * make easier to understand * use FixedPoint2.Zero * make it smaller * add support for group even heal * ops * easier to read * typo * make the HealEvenly better * rename to GetDamage * negative value * Update Content.Shared/Repairable/RepairableSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using Content.Shared.Damage;
|
|
using Content.Shared.Tools;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Repairable;
|
|
|
|
/// <summary>
|
|
/// Use this component to mark a device as repairable.
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
public sealed partial class RepairableComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// All the damage to change information is stored in this <see cref="DamageSpecifier"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
|
|
/// in order to heal/repair the damage values have to be negative.
|
|
/// This will only be used if <see cref="DamageValue"/> is not null.
|
|
/// If this is null and so is <see cref="DamageValue"/> then all damage will be repaired at once.
|
|
/// </remarks>
|
|
[DataField, AutoNetworkedField]
|
|
public DamageSpecifier? Damage;
|
|
|
|
/// <summary>
|
|
/// Amount of damage to repair of the entity equaly distributed among the damage types the entity has.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// in order to heal/repair the damage values have to be negative.
|
|
/// </remarks>
|
|
[DataField, AutoNetworkedField]
|
|
public float? DamageValue;
|
|
|
|
/// <summary>
|
|
/// Cost of fuel used to repair this device.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public float FuelCost = 5f;
|
|
|
|
/// <summary>
|
|
/// Tool quality necessary to repair this device.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public ProtoId<ToolQualityPrototype> QualityNeeded = "Welding";
|
|
|
|
/// <summary>
|
|
/// The base tool use delay (seconds). This will be modified by the tool's quality
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public int DoAfterDelay = 1;
|
|
|
|
/// <summary>
|
|
/// If true and after the repair there still damage, a new doafter starts automatically
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public bool AutoDoAfter = true;
|
|
|
|
/// <summary>
|
|
/// A multiplier that will be applied to the above if an entity is repairing themselves.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public float SelfRepairPenalty = 3f;
|
|
|
|
/// <summary>
|
|
/// Whether an entity is allowed to repair itself.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public bool AllowSelfRepair = true;
|
|
}
|