using Content.Shared.Roles;
using Content.Shared.Weapons.Melee;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies
{
[RegisterComponent, NetworkedComponent]
public sealed class ZombieComponent : Component
{
///
/// The coefficient of the damage reduction applied when a zombie
/// attacks another zombie. longe name
///
[ViewVariables]
public float OtherZombieDamageCoefficient = 0.25f;
///
/// The baseline infection chance you have if you are completely nude
///
[ViewVariables(VVAccess.ReadWrite)]
public float MaxZombieInfectionChance = 0.50f;
///
/// The minimum infection chance possible. This is simply to prevent
/// being invincible by bundling up.
///
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.05f;
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedDebuff = 0.75f;
///
/// The skin color of the zombie
///
[DataField("skinColor")]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
///
/// The eye color of the zombie
///
[DataField("eyeColor")]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
///
/// The attack arc of the zombie
///
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string AttackArc = "claw";
///
/// The role prototype of the zombie antag role
///
[ViewVariables, DataField("zombieRoldId", customTypeSerializer: typeof(PrototypeIdSerializer))]
public readonly string ZombieRoleId = "Zombie";
}
}