using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Zombies;
///
/// Temporary because diseases suck.
///
[RegisterComponent]
public sealed class PendingZombieComponent : Component
{
[DataField("damage")] public DamageSpecifier Damage = new()
{
DamageDict = new ()
{
{ "Blunt", 0.8 },
{ "Toxin", 0.2 },
}
};
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
///
/// Scales damage over time.
///
[ViewVariables(VVAccess.ReadWrite), DataField("infectedSecs")]
public int InfectedSecs;
///
/// Number of seconds that a typical infection will last before the player is totally overwhelmed with damage and
/// dies.
///
[ViewVariables(VVAccess.ReadWrite), DataField("maxInfectionLength")]
public float MaxInfectionLength = 120f;
///
/// Infection warnings are shown as popups, times are in seconds.
/// -ve times shown to initial zombies (once timer counts from -ve to 0 the infection starts)
/// +ve warnings are in seconds after being bitten
///
[DataField("infectionWarnings")]
public Dictionary InfectionWarnings = new()
{
{-45, "zombie-infection-warning"},
{-30, "zombie-infection-warning"},
{10, "zombie-infection-underway"},
{25, "zombie-infection-underway"},
};
///
/// A minimum multiplier applied to Damage once you are in crit to get you dead and ready for your next life
/// as fast as possible.
///
[DataField("minimumCritMultiplier")]
public float MinimumCritMultiplier = 10;
}