Files
tbd-station-14/Content.Shared/Revenant/Components/RevenantComponent.cs
2023-05-07 17:50:37 +10:00

190 lines
6.9 KiB
C#

using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Revenant.Components;
[RegisterComponent, NetworkedComponent]
public sealed class RevenantComponent : Component
{
/// <summary>
/// The total amount of Essence the revenant has. Functions
/// as health and is regenerated.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 Essence = 75;
[DataField("stolenEssenceCurrencyPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<CurrencyPrototype>))]
public string StolenEssenceCurrencyPrototype = "StolenEssence";
/// <summary>
/// The entity's current max amount of essence. Can be increased
/// through harvesting player souls.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("maxEssence")]
public FixedPoint2 EssenceRegenCap = 75;
/// <summary>
/// The coefficient of damage taken to actual health lost.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("damageToEssenceCoefficient")]
public float DamageToEssenceCoefficient = 0.75f;
/// <summary>
/// The amount of essence passively generated per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("essencePerSecond")]
public FixedPoint2 EssencePerSecond = 0.5f;
[ViewVariables]
public float Accumulator = 0;
// Here's the gist of the harvest ability:
// Step 1: The revenant clicks on an entity to "search" for it's soul, which creates a doafter.
// Step 2: After the doafter is completed, the soul is "found" and can be harvested.
// Step 3: Clicking the entity again begins to harvest the soul, which causes the revenant to become vulnerable
// Step 4: The second doafter for the harvest completes, killing the target and granting the revenant essence.
#region Harvest Ability
/// <summary>
/// The duration of the soul search
/// </summary>
[DataField("soulSearchDuration")]
public float SoulSearchDuration = 2.5f;
/// <summary>
/// The status effects applied after the ability
/// the first float corresponds to amount of time the entity is stunned.
/// the second corresponds to the amount of time the entity is made solid.
/// </summary>
[DataField("harvestDebuffs")]
public Vector2 HarvestDebuffs = (5, 5);
/// <summary>
/// The amount that is given to the revenant each time it's max essence is upgraded.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("maxEssenceUpgradeAmount")]
public float MaxEssenceUpgradeAmount = 10;
#endregion
//In the nearby radius, causes various objects to be thrown, messed with, and containers opened
//Generally just causes a mess
#region Defile Ability
/// <summary>
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("defileCost")]
public FixedPoint2 DefileCost = -30;
/// <summary>
/// The status effects applied after the ability
/// the first float corresponds to amount of time the entity is stunned.
/// the second corresponds to the amount of time the entity is made solid.
/// </summary>
[DataField("defileDebuffs")]
public Vector2 DefileDebuffs = (1, 4);
/// <summary>
/// The radius around the user that this ability affects
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("defileRadius")]
public float DefileRadius = 3.5f;
/// <summary>
/// The amount of tiles that are uprooted by the ability
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("defileTilePryAmount")]
public int DefileTilePryAmount = 15;
/// <summary>
/// The chance that an individual entity will have any of the effects
/// happen to it.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("defileEffectChance")]
public float DefileEffectChance = 0.5f;
#endregion
#region Overload Lights Ability
/// <summary>
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("overloadCost")]
public FixedPoint2 OverloadCost = -40;
/// <summary>
/// The status effects applied after the ability
/// the first float corresponds to amount of time the entity is stunned.
/// the second corresponds to the amount of time the entity is made solid.
/// </summary>
[DataField("overloadDebuffs")]
public Vector2 OverloadDebuffs = (3, 8);
/// <summary>
/// The radius around the user that this ability affects
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("overloadRadius")]
public float OverloadRadius = 5f;
/// <summary>
/// How close to the light the entity has to be in order to be zapped.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("overloadZapRadius")]
public float OverloadZapRadius = 2f;
#endregion
#region Blight Ability
/// <summary>
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("blightCost")]
public float BlightCost = -50;
/// <summary>
/// The status effects applied after the ability
/// the first float corresponds to amount of time the entity is stunned.
/// the second corresponds to the amount of time the entity is made solid.
/// </summary>
[DataField("blightDebuffs")]
public Vector2 BlightDebuffs = (2, 5);
/// <summary>
/// The radius around the user that this ability affects
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("blightRadius")]
public float BlightRadius = 3.5f;
#endregion
#region Malfunction Ability
/// <summary>
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("malfunctionCost")]
public FixedPoint2 MalfunctionCost = -60;
/// <summary>
/// The status effects applied after the ability
/// the first float corresponds to amount of time the entity is stunned.
/// the second corresponds to the amount of time the entity is made solid.
/// </summary>
[DataField("malfunctionDebuffs")]
public Vector2 MalfunctionDebuffs = (2, 8);
/// <summary>
/// The radius around the user that this ability affects
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("malfunctionRadius")]
public float MalfunctionRadius = 3.5f;
#endregion
#region Visualizer
[DataField("state")]
public string State = "idle";
[DataField("corporealState")]
public string CorporealState = "active";
[DataField("stunnedState")]
public string StunnedState = "stunned";
[DataField("harvestingState")]
public string HarvestingState = "harvesting";
#endregion
}