using Content.Shared.Chemistry.Reagent;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Devour.Components;
///
/// 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.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(DevourSystem))]
public sealed partial class DevourerComponent : Component
{
///
/// Action prototype for devouring.
///
[DataField]
public EntProtoId DevourAction = "ActionDevour";
///
/// The spawned action entity for devouring.
///
[DataField, AutoNetworkedField]
public EntityUid? DevourActionEntity;
///
/// The amount of time it takes to devour a mob.
///
[DataField, AutoNetworkedField]
public float DevourTime = 3f;
///
/// The amount of time it takes to devour a structure.
///
/// 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.
///
///
[DataField, AutoNetworkedField]
public float StructureDevourTime = 10f;
///
/// The sound to play when finishing devouring something.
///
[DataField, AutoNetworkedField]
public SoundSpecifier? SoundDevour = new SoundPathSpecifier("/Audio/Effects/demon_consume.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
///
/// The sound to play when starting to devour a structure.
///
[DataField, AutoNetworkedField]
public SoundSpecifier? SoundStructureDevour = new SoundPathSpecifier("/Audio/Machines/airlock_creaking.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
///
/// The container to store the eaten entities in.
///
[ViewVariables]
public static string StomachContainerId = "stomach";
///
/// Where the entities go when it devours them, empties when it is butchered.
///
[ViewVariables]
public Container Stomach = default!;
///
/// Determines what things the devourer can consume.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist = new()
{
Components = new[]
{
"MobState",
}
};
///
/// Determines what things end up in the dragon's stomach if they eat it.
/// If it isn't in the whitelist, it's deleted.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? StomachStorageWhitelist;
///
/// 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.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? FoodPreferenceWhitelist;
///
/// The chemical ID injected upon devouring.
///
[DataField, AutoNetworkedField]
public ProtoId Chemical = "Ichor";
///
/// The amount of solution injected per devour.
///
[DataField, AutoNetworkedField]
public float HealRate = 15f;
}