using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
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, AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class StaminaComponent : Component
{
///
/// Have we reached peak stamina damage and been paralyzed?
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Critical;
///
/// How much stamina reduces per second.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Decay = 3f;
///
/// How much time after receiving damage until stamina starts decreasing.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Cooldown = 3f;
///
/// How much stamina damage this entity has taken.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float StaminaDamage;
///
/// How much stamina damage is required to enter stam crit.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float CritThreshold = 100f;
///
/// How long will this mob be stunned for?
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(6);
///
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[AutoPausedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
[DataField]
public ProtoId StaminaAlert = "Stamina";
///
/// This flag indicates whether the value of decreases after the entity exits stamina crit.
///
[DataField, AutoNetworkedField]
public bool AfterCritical;
///
/// This float determines how fast stamina will regenerate after exiting the stamina crit.
///
[DataField, AutoNetworkedField]
public float AfterCritDecayMultiplier = 5f;
///
/// This is how much stamina damage a mob takes when it forces itself to stand up before modifiers
///
[DataField, AutoNetworkedField]
public float ForceStandStamina = 10f;
///
/// What sound should play when we successfully stand up
///
[DataField, AutoNetworkedField]
public SoundSpecifier ForceStandSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
///
/// Thresholds that determine an entity's slowdown as a function of stamina damage.
///
[DataField]
public Dictionary StunModifierThresholds = new() { {0, 1f }, { 60, 0.7f }, { 80, 0.5f } };
#region Animation Data
///
/// Threshold at which low stamina animations begin playing. This should be set to a value that means something.
/// At 50, it is aligned so when you hit 60 stun the entity will be breathing once per second (well above hyperventilation).
///
[DataField]
public float AnimationThreshold = 50;
///
/// Minimum y vector displacement for breathing at AnimationThreshold
///
[DataField]
public float BreathingAmplitudeMin = 0.04f;
///
/// Maximum y vector amount we add to the BreathingAmplitudeMin
///
[DataField]
public float BreathingAmplitudeMod = 0.04f;
///
/// Minimum vector displacement for jittering at AnimationThreshold
///
[DataField]
public float JitterAmplitudeMin;
///
/// Maximum vector amount we add to the JitterAmplitudeMin
///
[DataField]
public float JitterAmplitudeMod = 0.04f;
///
/// Min multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
///
[DataField]
public Vector2 JitterMin = Vector2.Create(0.5f, 0.125f);
///
/// Max multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
///
[DataField]
public Vector2 JitterMax = Vector2.Create(1f, 0.25f);
///
/// Minimum total animations per second
///
[DataField]
public float FrequencyMin = 0.25f;
///
/// Maximum amount we add to the Frequency min just before crit
///
[DataField]
public float FrequencyMod = 1.75f;
///
/// Jitter keyframes per animation
///
[DataField]
public int Jitters = 4;
///
/// Vector of the last Jitter so we can make sure we don't jitter in the same quadrant twice in a row.
///
[DataField]
public Vector2 LastJitter;
///
/// The offset that an entity had before jittering started,
/// so that we can reset it properly.
///
[DataField]
public Vector2 StartOffset = Vector2.Zero;
#endregion
}