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- using Robust.Shared.GameStates;
- namespace Content.Shared.Wires;
- /// <summary>
- /// Allows hacking protections to a be added to an entity.
- /// These safeguards are determined via a construction graph,
- /// so the entity requires <cref="ConstructionComponent"/> for this to function
- /// </summary>
- [NetworkedComponent, RegisterComponent]
- [Access(typeof(SharedWiresSystem))]
- [AutoGenerateComponentState]
- public sealed partial class WiresPanelSecurityComponent : Component
- {
- /// <summary>
- /// A verbal description of the wire panel's current security level
- /// </summary>
- [DataField("examine")]
- [AutoNetworkedField]
- public string? Examine = default!;
- /// <summary>
- /// Determines whether the wiring is accessible to hackers or not
- /// </summary>
- [DataField("wiresAccessible")]
- [AutoNetworkedField]
- public bool WiresAccessible = true;
- /// <summary>
- /// Name of the construction graph node that the entity will start on
- /// </summary>
- [DataField("securityLevel")]
- [AutoNetworkedField]
- public string SecurityLevel = string.Empty;
- }
- /// <summary>
- /// This event gets raised when security settings on a wires panel change
- /// </summary>
- public sealed class WiresPanelSecurityEvent : EntityEventArgs
- {
- public readonly string? Examine;
- public readonly bool WiresAccessible;
- public WiresPanelSecurityEvent(string? examine, bool wiresAccessible)
- {
- Examine = examine;
- WiresAccessible = wiresAccessible;
- }
- }
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