using System.Threading;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Dragon
{
[RegisterComponent]
public sealed class DragonComponent : Component
{
///
/// The chemical ID injected upon devouring
///
[DataField("devourChemical", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string DevourChem = "Ichor";
///
/// The amount of ichor injected per devour
///
[ViewVariables(VVAccess.ReadWrite), DataField("devourHealRate")]
public float DevourHealRate = 15f;
[DataField("devourActionId", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string DevourActionId = "DragonDevour";
[DataField("devourAction")]
public EntityTargetAction? DevourAction;
///
/// If we have active rifts.
///
[DataField("rifts")]
public List Rifts = new();
public bool Weakened => WeakenedAccumulator > 0f;
///
/// When any rift is destroyed how long is the dragon weakened for
///
[ViewVariables(VVAccess.ReadWrite), DataField("weakenedDuration")]
public float WeakenedDuration = 120f;
///
/// Has a rift been destroyed and the dragon in a temporary weakened state?
///
[ViewVariables(VVAccess.ReadWrite), DataField("weakenedAccumulator")]
public float WeakenedAccumulator = 0f;
[ViewVariables(VVAccess.ReadWrite), DataField("riftAccumulator")]
public float RiftAccumulator = 0f;
///
/// Maximum time the dragon can go without spawning a rift before they die.
///
[ViewVariables(VVAccess.ReadWrite), DataField("maxAccumulator")] public float RiftMaxAccumulator = 300f;
///
/// Spawns a rift which can summon more mobs.
///
[DataField("spawnRiftAction")]
public InstantAction? SpawnRiftAction;
[ViewVariables(VVAccess.ReadWrite), DataField("riftPrototype", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string RiftPrototype = "CarpRift";
///
/// The amount of time it takes to devour something
///
/// 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("structureDevourTime")]
public float StructureDevourTime = 10f;
[DataField("devourTime")]
public float DevourTime = 3f;
[ViewVariables(VVAccess.ReadWrite), DataField("soundDeath")]
public SoundSpecifier? SoundDeath = new SoundPathSpecifier("/Audio/Animals/space_dragon_roar.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("soundDevour")]
public SoundSpecifier? SoundDevour = new SoundPathSpecifier("/Audio/Effects/demon_consume.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
[ViewVariables(VVAccess.ReadWrite), DataField("soundStructureDevour")]
public SoundSpecifier? SoundStructureDevour = new SoundPathSpecifier("/Audio/Machines/airlock_creaking.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
[ViewVariables(VVAccess.ReadWrite), DataField("soundRoar")]
public SoundSpecifier? SoundRoar =
new SoundPathSpecifier("/Audio/Animals/space_dragon_roar.ogg")
{
Params = AudioParams.Default.WithVolume(3f),
};
[ViewVariables(VVAccess.ReadWrite), DataField("devourWhitelist")]
public EntityWhitelist? DevourWhitelist = new()
{
Components = new[]
{
"Door",
"MobState",
},
Tags = new List
{
"Wall",
},
};
///
/// Where the entities go when dragon devours them, empties when the dragon is butchered.
///
public Container DragonStomach = default!;
}
public sealed class DragonDevourActionEvent : EntityTargetActionEvent {}
public sealed class DragonSpawnRiftActionEvent : InstantActionEvent {}
}