using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Damage.Components; /// /// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType. /// [RegisterComponent, NetworkedComponent] public sealed class StaminaComponent : Component { /// /// Have we reached peak stamina damage and been paralyzed? /// [ViewVariables(VVAccess.ReadWrite), DataField("critical")] public bool Critical; /// /// How much stamina reduces per second. /// [ViewVariables(VVAccess.ReadWrite), DataField("decay")] public float Decay = 3f; /// /// How much time after receiving damage until stamina starts decreasing. /// [ViewVariables(VVAccess.ReadWrite), DataField("cooldown")] public float DecayCooldown = 3f; /// /// How much stamina damage this entity has taken. /// [ViewVariables(VVAccess.ReadWrite), DataField("staminaDamage")] public float StaminaDamage; /// /// How much stamina damage is required to entire stam crit. /// [ViewVariables(VVAccess.ReadWrite), DataField("excess")] public float CritThreshold = 100f; /// /// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina. /// [DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))] public TimeSpan NextUpdate = TimeSpan.Zero; }