using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Atmos.Rotting; /// /// This makes mobs eventually start rotting when they die. /// It may be expanded to food at some point, but it's just for mobs right now. /// [RegisterComponent] public sealed partial class PerishableComponent : Component { /// /// How long it takes after death to start rotting. /// [DataField("rotAfter"), ViewVariables(VVAccess.ReadWrite)] public TimeSpan RotAfter = TimeSpan.FromMinutes(10); /// /// How much rotting has occured /// [DataField("rotAccumulator"), ViewVariables(VVAccess.ReadWrite)] public TimeSpan RotAccumulator = TimeSpan.Zero; /// /// Gasses are released, this is when the next gas release update will be. /// [DataField("rotNextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)] public TimeSpan NextPerishUpdate = TimeSpan.Zero; /// /// How often the rotting ticks. /// Feel free to tweak this if there are perf concerns. /// [DataField("perishUpdateRate"), ViewVariables(VVAccess.ReadWrite)] public TimeSpan PerishUpdateRate = TimeSpan.FromSeconds(5); /// /// How many moles of gas released per second, per unit of mass. /// [DataField("molsPerSecondPerUnitMass"), ViewVariables(VVAccess.ReadWrite)] public float MolsPerSecondPerUnitMass = 0.0025f; } [ByRefEvent] public record struct IsRottingEvent(bool Handled = false);