Barotrauma Server
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Barotrauma.Items.Components.Repairable Class Reference
Inheritance diagram for Barotrauma.Items.Components.Repairable:
Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Types

enum  FixActions : int { None = 0 , Repair = 1 , Sabotage = 2 , Tinker = 3 }
 

Public Member Functions

 Repairable (Item item, ContentXElement element)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
bool CheckCharacterSuccess (Character character, Item bestRepairItem)
 Check if the character manages to succesfully repair the item.
 
override float GetSkillMultiplier ()
 
float RepairDegreeOfSuccess (Character character, List< Skill > skills)
 
void RepairBoost (bool qteSuccess)
 
bool StartRepairing (Character character, FixActions action)
 
bool StopRepairing (Character character)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
void ResetDeterioration ()
 
override void Update (float deltaTime, Camera cam)
 
void AdjustPowerConsumption (ref float powerConsumption)
 
override void ReceiveSignal (Signal signal, Connection connection)
 
override void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items.
 
void ServerEventRead (IReadMessage msg, Client c)
 
void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item
 
virtual bool Select (Character character)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed

 
virtual bool Use (float deltaTime, Character character=null)
 
virtual bool SecondaryUse (float deltaTime, Character character=null)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
virtual void FlipX (bool relativeToSub)
 
virtual void FlipY (bool relativeToSub)
 
bool IsEmpty (Character user)
 Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside.
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed.
 
virtual XElement Save (XElement parentElement)
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 
virtual IEventData ServerGetEventData ()
 

Public Attributes

float LastActiveTime
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
bool WasSecondaryUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > RequiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
readonly List< SkillRequiredSkills = new List<Skill>()
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 

Properties

float ForceDeteriorationTimer [get]
 
float DeteriorationSpeed [get, set]
 
float MinDeteriorationDelay [get, set]
 
float MaxDeteriorationDelay [get, set]
 
float MinDeteriorationCondition [get, set]
 
float MinSabotageCondition [get, set]
 
float SabotageDeteriorationDuration [get, set]
 
float RepairThreshold [get, set]
 
float MaxStressDeteriorationMultiplier [get, set]
 
float StressDeteriorationThreshold [get, set]
 
float StressDeteriorationIncreaseSpeed [get, set]
 
float StressDeteriorationDecreaseSpeed [get, set]
 
float FixDurationLowSkill [get, set]
 
float FixDurationHighSkill [get, set]
 
float SkillRequirementMultiplier [get, set]
 
bool IsTinkering [get]
 
Character CurrentFixer [get]
 
float StressDeteriorationMultiplier = 1.0f [get]
 
float TinkeringStrength [get]
 
bool TinkeringPowersDevices [get]
 
bool IsBelowRepairThreshold [get]
 
bool IsBelowRepairIconThreshold [get]
 
FixActions CurrentFixerAction [get]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs.
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component.
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item.
 
virtual bool UpdateWhenInactive [get]
 
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
virtual void RemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Member Enumeration Documentation

◆ FixActions

Enumerator
None 
Repair 
Sabotage 
Tinker 

Constructor & Destructor Documentation

◆ Repairable()

Barotrauma.Items.Components.Repairable.Repairable ( Item item,
ContentXElement element )

Member Function Documentation

◆ AdjustPowerConsumption()

void Barotrauma.Items.Components.Repairable.AdjustPowerConsumption ( ref float powerConsumption)

◆ CheckCharacterSuccess()

bool Barotrauma.Items.Components.Repairable.CheckCharacterSuccess ( Character character,
Item bestRepairItem )

Check if the character manages to succesfully repair the item.

◆ GetSkillMultiplier()

override float Barotrauma.Items.Components.Repairable.GetSkillMultiplier ( )
virtual

◆ OnItemLoaded()

override void Barotrauma.Items.Components.Repairable.OnItemLoaded ( )
virtual

Called when all the components of the item have been loaded. Use to initialize connections between components and such.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ OnMapLoaded()

override void Barotrauma.Items.Components.Repairable.OnMapLoaded ( )
virtual

Called when all items have been loaded. Use to initialize connections between items.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ ReceiveSignal()

override void Barotrauma.Items.Components.Repairable.ReceiveSignal ( Signal signal,
Connection connection )
virtual

◆ RepairBoost()

void Barotrauma.Items.Components.Repairable.RepairBoost ( bool qteSuccess)

◆ RepairDegreeOfSuccess()

float Barotrauma.Items.Components.Repairable.RepairDegreeOfSuccess ( Character character,
List< Skill > skills )

◆ ResetDeterioration()

void Barotrauma.Items.Components.Repairable.ResetDeterioration ( )

◆ ServerEventRead()

void Barotrauma.Items.Components.Repairable.ServerEventRead ( IReadMessage msg,
Client c )

◆ ServerEventWrite()

void Barotrauma.Items.Components.Repairable.ServerEventWrite ( IWriteMessage msg,
Client c,
NetEntityEvent.IData extraData = null )

◆ StartRepairing()

bool Barotrauma.Items.Components.Repairable.StartRepairing ( Character character,
FixActions action )

◆ StopRepairing()

bool Barotrauma.Items.Components.Repairable.StopRepairing ( Character character)

◆ Update()

override void Barotrauma.Items.Components.Repairable.Update ( float deltaTime,
Camera cam )
virtual

◆ UpdateBroken()

override void Barotrauma.Items.Components.Repairable.UpdateBroken ( float deltaTime,
Camera cam )
virtual

Member Data Documentation

◆ LastActiveTime

float Barotrauma.Items.Components.Repairable.LastActiveTime

Property Documentation

◆ CurrentFixer

Character Barotrauma.Items.Components.Repairable.CurrentFixer
get

◆ CurrentFixerAction

FixActions Barotrauma.Items.Components.Repairable.CurrentFixerAction
get

◆ DeteriorationSpeed

float Barotrauma.Items.Components.Repairable.DeteriorationSpeed
getset

◆ FixDurationHighSkill

float Barotrauma.Items.Components.Repairable.FixDurationHighSkill
getset

◆ FixDurationLowSkill

float Barotrauma.Items.Components.Repairable.FixDurationLowSkill
getset

◆ ForceDeteriorationTimer

float Barotrauma.Items.Components.Repairable.ForceDeteriorationTimer
get

◆ IsBelowRepairIconThreshold

bool Barotrauma.Items.Components.Repairable.IsBelowRepairIconThreshold
get

◆ IsBelowRepairThreshold

bool Barotrauma.Items.Components.Repairable.IsBelowRepairThreshold
get

◆ IsTinkering

bool Barotrauma.Items.Components.Repairable.IsTinkering
get

◆ MaxDeteriorationDelay

float Barotrauma.Items.Components.Repairable.MaxDeteriorationDelay
getset

◆ MaxStressDeteriorationMultiplier

float Barotrauma.Items.Components.Repairable.MaxStressDeteriorationMultiplier
getset

◆ MinDeteriorationCondition

float Barotrauma.Items.Components.Repairable.MinDeteriorationCondition
getset

◆ MinDeteriorationDelay

float Barotrauma.Items.Components.Repairable.MinDeteriorationDelay
getset

◆ MinSabotageCondition

float Barotrauma.Items.Components.Repairable.MinSabotageCondition
getset

◆ RepairThreshold

float Barotrauma.Items.Components.Repairable.RepairThreshold
getset

◆ SabotageDeteriorationDuration

float Barotrauma.Items.Components.Repairable.SabotageDeteriorationDuration
getset

◆ SkillRequirementMultiplier

float Barotrauma.Items.Components.Repairable.SkillRequirementMultiplier
getset

◆ StressDeteriorationDecreaseSpeed

float Barotrauma.Items.Components.Repairable.StressDeteriorationDecreaseSpeed
getset

◆ StressDeteriorationIncreaseSpeed

float Barotrauma.Items.Components.Repairable.StressDeteriorationIncreaseSpeed
getset

◆ StressDeteriorationMultiplier

float Barotrauma.Items.Components.Repairable.StressDeteriorationMultiplier = 1.0f
get

◆ StressDeteriorationThreshold

float Barotrauma.Items.Components.Repairable.StressDeteriorationThreshold
getset

◆ TinkeringPowersDevices

bool Barotrauma.Items.Components.Repairable.TinkeringPowersDevices
get

◆ TinkeringStrength

float Barotrauma.Items.Components.Repairable.TinkeringStrength
get

The documentation for this class was generated from the following files: