using Content.Shared.EntityTable.EntitySelectors; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.RatKing.Components; /// /// This is used for entities that can be /// rummaged through by the rat king to get loot. /// [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] public sealed partial class RummageableComponent : Component { /// /// Whether or not this entity has been rummaged through already. /// [DataField("looted"), ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] public bool Looted; /// /// How long it takes to rummage through a rummageable container. /// [DataField("rummageDuration"), ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] public float RummageDuration = 3f; /// /// The entity table to select loot from. /// [DataField(required: true)] public EntityTableSelector Table = default!; /// /// Sound played on rummage completion. /// [DataField("sound")] public SoundSpecifier? Sound = new SoundCollectionSpecifier("storageRustle"); }