using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Ensnaring.Components;
///
/// Use this on something you want to use to ensnare an entity with
///
[RegisterComponent, NetworkedComponent]
public sealed partial class EnsnaringComponent : Component
{
///
/// How long it should take to free someone else.
///
[DataField]
public float FreeTime = 3.5f;
///
/// How long it should take for an entity to free themselves.
///
[DataField]
public float BreakoutTime = 30.0f;
///
/// How much should this slow down the entities walk?
///
[DataField]
public float WalkSpeed = 0.9f;
///
/// How much should this slow down the entities sprint?
///
[DataField]
public float SprintSpeed = 0.9f;
///
/// How much stamina does the ensnare sap
///
[DataField]
public float StaminaDamage = 55f;
///
/// How many times can the ensnare be applied to the same target?
///
[DataField]
public float MaxEnsnares = 1;
///
/// Should this ensnare someone when thrown?
///
[DataField]
public bool CanThrowTrigger;
///
/// What is ensnared?
///
[DataField]
public EntityUid? Ensnared;
///
/// Should breaking out be possible when moving?
///
[DataField]
public bool CanMoveBreakout;
[DataField]
public SoundSpecifier? EnsnareSound = new SoundPathSpecifier("/Audio/Effects/snap.ogg");
}
///
/// Used whenever you want to do something when someone becomes ensnared by the
///
public sealed class EnsnareEvent : EntityEventArgs
{
public readonly float WalkSpeed;
public readonly float SprintSpeed;
public EnsnareEvent(float walkSpeed, float sprintSpeed)
{
WalkSpeed = walkSpeed;
SprintSpeed = sprintSpeed;
}
}
///
/// Used whenever you want to do something when someone is freed by the
///
public sealed class EnsnareRemoveEvent : CancellableEntityEventArgs
{
public readonly float WalkSpeed;
public readonly float SprintSpeed;
public EnsnareRemoveEvent(float walkSpeed, float sprintSpeed)
{
WalkSpeed = walkSpeed;
SprintSpeed = sprintSpeed;
}
}