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- using Content.Shared.Explosion.EntitySystems;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Explosion.Components;
- /// <summary>
- /// Component that provides entities with explosion resistance.
- /// By default this is applied when worn, but to solely protect the entity itself and
- /// not the wearer use <c>worn: false</c>.
- /// </summary>
- /// <remarks>
- /// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
- /// significantly reduce the damage, but shouldn't be silly overpowered in regular combat.
- /// </remarks>
- [NetworkedComponent, RegisterComponent]
- [Access(typeof(SharedExplosionSystem))]
- public sealed partial class ExplosionResistanceComponent : Component
- {
- /// <summary>
- /// The explosive resistance coefficient, This fraction is multiplied into the total resistance.
- /// </summary>
- [DataField("damageCoefficient")]
- public float DamageCoefficient = 1;
- /// <summary>
- /// When true, resistances will be applied to the entity wearing this item.
- /// When false, only this entity will get th resistance.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public bool Worn = true;
- /// <summary>
- /// Examine string for explosion resistance.
- /// Passed <c>value</c> from 0 to 100.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public LocId Examine = "explosion-resistance-coefficient-value";
- /// <summary>
- /// Modifiers specific to each explosion type for more customizability.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("modifiers", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<float, ExplosionPrototype>))]
- public Dictionary<string, float> Modifiers = new();
- }
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