using Content.Server.Body.Systems;
using Content.Shared.Damage;
namespace Content.Server.Body.Components
{
[RegisterComponent, Access(typeof(RespiratorSystem))]
public sealed class RespiratorComponent : Component
{
///
/// Saturation level. Reduced by CycleDelay each tick.
/// Can be thought of as 'how many seconds you have until you start suffocating' in this configuration.
///
[DataField("saturation")]
public float Saturation = 5.0f;
///
/// At what level of saturation will you begin to suffocate?
///
[DataField("suffocationThreshold")]
public float SuffocationThreshold;
[DataField("maxSaturation")]
public float MaxSaturation = 5.0f;
[DataField("minSaturation")]
public float MinSaturation = -2.0f;
// TODO HYPEROXIA?
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("damageRecovery", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier DamageRecovery = default!;
[DataField("gaspPopupCooldown")]
public TimeSpan GaspPopupCooldown { get; private set; } = TimeSpan.FromSeconds(8);
[ViewVariables]
public TimeSpan LastGaspPopupTime;
///
/// How many cycles in a row has the mob been under-saturated?
///
[ViewVariables]
public int SuffocationCycles = 0;
///
/// How many cycles in a row does it take for the suffocation alert to pop up?
///
[ViewVariables]
public int SuffocationCycleThreshold = 3;
[ViewVariables]
public RespiratorStatus Status = RespiratorStatus.Inhaling;
[DataField("cycleDelay")]
public float CycleDelay = 2.0f;
public float AccumulatedFrametime;
}
}
public enum RespiratorStatus
{
Inhaling,
Exhaling
}