using Content.Shared.Alert;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Damage.Components;
///
/// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class StaminaComponent : Component
{
///
/// Have we reached peak stamina damage and been paralyzed?
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Critical;
///
/// How much stamina reduces per second.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Decay = 3f;
///
/// How much time after receiving damage until stamina starts decreasing.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Cooldown = 3f;
///
/// How much stamina damage this entity has taken.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float StaminaDamage;
///
/// How much stamina damage is required to entire stam crit.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float CritThreshold = 100f;
///
/// How long will this mob be stunned for?
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(6);
///
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[AutoPausedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
[DataField]
public ProtoId StaminaAlert = "Stamina";
///
/// This flag indicates whether the value of decreases after the entity exits stamina crit.
///
[DataField, AutoNetworkedField]
public bool AfterCritical;
///
/// This float determines how fast stamina will regenerate after exiting the stamina crit.
///
[DataField, AutoNetworkedField]
public float AfterCritDecayMultiplier = 5f;
///
/// Thresholds that determine an entity's slowdown as a function of stamina damage.
///
[DataField]
public Dictionary StunModifierThresholds = new() { {0, 1f }, { 60, 0.7f }, { 80, 0.5f } };
}