Predict DevourSystem. (#38970)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Kyle Tyo
2025-07-15 20:21:18 -04:00
committed by GitHub
parent 377c9bfcea
commit b9ffd060d6
5 changed files with 199 additions and 185 deletions

View File

@@ -4,53 +4,79 @@ using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Devour.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedDevourSystem))]
/// <summary>
/// Allows an entity to eat whitelisted entities via an action.
/// Eaten mobs will be stored inside a container and released when the devourer is gibbed.
/// Eating something that fits their food preference will reward the devourer by being injected with a specific reagent.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(DevourSystem))]
public sealed partial class DevourerComponent : Component
{
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? DevourAction = "ActionDevour";
/// <summary>
/// Action prototype for devouring.
/// </summary>
[DataField]
public EntProtoId DevourAction = "ActionDevour";
/// <summary>
/// The spawned action entity for devouring.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? DevourActionEntity;
[DataField]
/// <summary>
/// The amount of time it takes to devour a mob.
/// <remarks>
[DataField, AutoNetworkedField]
public float DevourTime = 3f;
/// <summary>
/// The amount of time it takes to devour a structure.
/// <remarks>
/// NOTE: original intended design was to increase this proportionally with damage thresholds, but those proved quite difficult to get consistently. right now it devours the structure at a fixed timer.
/// </remarks>
/// </summary>
[DataField, AutoNetworkedField]
public float StructureDevourTime = 10f;
/// <summary>
/// The sound to play when finishing devouring something.
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier? SoundDevour = new SoundPathSpecifier("/Audio/Effects/demon_consume.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
[DataField]
public float DevourTime = 3f;
/// <summary>
/// The amount of time it takes to devour something
/// <remarks>
/// NOTE: original intended design was to increase this proportionally with damage thresholds, but those proved quite difficult to get consistently. right now it devours the structure at a fixed timer.
/// </remarks>
/// The sound to play when starting to devour a structure.
/// </summary>
[DataField]
public float StructureDevourTime = 10f;
[DataField]
[DataField, AutoNetworkedField]
public SoundSpecifier? SoundStructureDevour = new SoundPathSpecifier("/Audio/Machines/airlock_creaking.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
/// <summary>
/// The container to store the eaten entities in.
/// </summary>
[ViewVariables]
public static string StomachContainerId = "stomach";
/// <summary>
/// Where the entities go when it devours them, empties when it is butchered.
/// </summary>
[ViewVariables]
public Container Stomach = default!;
/// <summary>
/// Determines what things the devourer can consume.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist = new()
{
Components = new[]
@@ -63,26 +89,26 @@ public sealed partial class DevourerComponent : Component
/// Determines what things end up in the dragon's stomach if they eat it.
/// If it isn't in the whitelist, it's deleted.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public EntityWhitelist? StomachStorageWhitelist;
/// <summary>
/// Determine's the dragon's food preference. If the eaten thing matches,
/// it is rewarded with the reward chemical. If null, all food is fine.
/// Determine's the dragon's food preference. If the eaten thing matches,
/// it is rewarded with the reward chemical. If null, all food is fine.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public EntityWhitelist? FoodPreferenceWhitelist;
/// <summary>
/// The chemical ID injected upon devouring
/// The chemical ID injected upon devouring.
/// </summary>
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string Chemical = "Ichor";
[DataField, AutoNetworkedField]
public ProtoId<ReagentPrototype> Chemical = "Ichor";
/// <summary>
/// The amount of ichor injected per devour
/// The amount of solution injected per devour.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public float HealRate = 15f;
}