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- using Content.Shared.FixedPoint;
- using Content.Shared.Inventory;
- namespace Content.Server.Chemistry.Components;
- /// <summary>
- /// Base class for components that inject a solution into a target's bloodstream in response to an event.
- /// </summary>
- public abstract partial class BaseSolutionInjectOnEventComponent : Component
- {
- /// <summary>
- /// How much solution to remove from this entity per target when transferring.
- /// </summary>
- /// <remarks>
- /// Note that this amount is per target, so the total amount removed will be
- /// multiplied by the number of targets hit.
- /// </remarks>
- [DataField]
- public FixedPoint2 TransferAmount = FixedPoint2.New(1);
- [ViewVariables(VVAccess.ReadWrite)]
- public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
- /// <summary>
- /// Proportion of the <see cref="TransferAmount"/> that will actually be injected
- /// into the target's bloodstream. The rest is lost.
- /// 0 means none of the transferred solution will enter the bloodstream.
- /// 1 means the entire amount will enter the bloodstream.
- /// </summary>
- [DataField("transferEfficiency")]
- private float _transferEfficiency = 1f;
- /// <summary>
- /// Solution to inject from.
- /// </summary>
- [DataField]
- public string Solution = "default";
- /// <summary>
- /// Whether this will inject through hardsuits or not.
- /// </summary>
- [DataField]
- public bool PierceArmor = true;
- /// <summary>
- /// Contents of popup message to display to the attacker when injection
- /// fails due to the target wearing a hardsuit.
- /// </summary>
- /// <remarks>
- /// Passed values: $weapon and $target
- /// </remarks>
- [DataField]
- public LocId BlockedByHardsuitPopupMessage = "melee-inject-failed-hardsuit";
- /// <summary>
- /// If anything covers any of these slots then the injection fails.
- /// </summary>
- [DataField]
- public SlotFlags BlockSlots = SlotFlags.NONE;
- }
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