Files
tbd-station-14/Content.Shared/Devour/Components/DevourerComponent.cs
2023-07-30 03:34:51 +10:00

80 lines
2.6 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Devour;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Devour.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedDevourSystem))]
public sealed class DevourerComponent : Component
{
[DataField("devourAction")]
public EntityTargetAction? DevourAction;
[ViewVariables(VVAccess.ReadWrite), DataField("soundDevour")]
public SoundSpecifier? SoundDevour = new SoundPathSpecifier("/Audio/Effects/demon_consume.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
[DataField("devourTime")]
public float DevourTime = 3f;
/// <summary>
/// The amount of time it takes to devour something
/// <remarks>
/// NOTE: original intended design was to increase this proportionally with damage thresholds, but those proved quite difficult to get consistently. right now it devours the structure at a fixed timer.
/// </remarks>
/// </summary>
[DataField("structureDevourTime")]
public float StructureDevourTime = 10f;
[ViewVariables(VVAccess.ReadWrite), DataField("soundStructureDevour")]
public SoundSpecifier? SoundStructureDevour = new SoundPathSpecifier("/Audio/Machines/airlock_creaking.ogg")
{
Params = AudioParams.Default.WithVolume(-3f),
};
/// <summary>
/// Where the entities go when it devours them, empties when it is butchered.
/// </summary>
public Container Stomach = default!;
[ViewVariables(VVAccess.ReadWrite), DataField("shouldStoreDevoured")]
public bool ShouldStoreDevoured = true;
[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
public EntityWhitelist? Whitelist = new()
{
Components = new[]
{
"MobState",
}
};
/// <summary>
/// The chemical ID injected upon devouring
/// </summary>
[DataField("chemical", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string Chemical = "Ichor";
/// <summary>
/// The amount of ichor injected per devour
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("healRate")]
public float HealRate = 15f;
/// <summary>
/// The favorite food not only feeds you, but also heals
/// </summary>
[DataField("foodPreference")]
public FoodPreference FoodPreference = FoodPreference.All;
}