using Content.Shared.Damage;
using Content.Shared.Ninja.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Ninja.Components;
///
/// Component for stunning mobs on click outside of harm mode.
/// Knocks them down for a bit and deals shock damage.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedStunProviderSystem))]
public sealed partial class StunProviderComponent : Component
{
///
/// The powercell entity to take power from.
/// Determines whether stunning is possible.
///
[DataField, AutoNetworkedField]
public EntityUid? BatteryUid;
///
/// Sound played when stunning someone.
///
[DataField]
public SoundSpecifier Sound = new SoundCollectionSpecifier("sparks");
///
/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
///
[DataField]
public float StunCharge = 36f;
///
/// Damage dealt when stunning someone
///
[DataField]
public DamageSpecifier StunDamage = new()
{
DamageDict = new()
{
{ "Shock", 5 }
}
};
///
/// Time that someone is stunned for, stacks if done multiple times.
///
[DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(5);
///
/// How long stunning is disabled after stunning something.
///
[DataField]
public TimeSpan Cooldown = TimeSpan.FromSeconds(2);
///
/// ID of the cooldown use delay.
///
[DataField]
public string DelayId = "stun_cooldown";
///
/// Locale string to popup when there is no power
///
[DataField(required: true)]
public LocId NoPowerPopup = string.Empty;
///
/// Whitelist for what counts as a mob.
///
[DataField(required: true)]
public EntityWhitelist Whitelist = new();
}