Files
tbd-station-14/Content.Shared/Damage/Components/StaminaComponent.cs
2025-05-01 19:01:17 -04:00

79 lines
2.8 KiB
C#

using Content.Shared.Alert;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Damage.Components;
/// <summary>
/// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class StaminaComponent : Component
{
/// <summary>
/// Have we reached peak stamina damage and been paralyzed?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Critical;
/// <summary>
/// How much stamina reduces per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Decay = 3f;
/// <summary>
/// How much time after receiving damage until stamina starts decreasing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float Cooldown = 3f;
/// <summary>
/// How much stamina damage this entity has taken.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float StaminaDamage;
/// <summary>
/// How much stamina damage is required to entire stam crit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float CritThreshold = 100f;
/// <summary>
/// How long will this mob be stunned for?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(6);
/// <summary>
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[AutoPausedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
[DataField]
public ProtoId<AlertPrototype> StaminaAlert = "Stamina";
/// <summary>
/// This flag indicates whether the value of <see cref="StaminaDamage"/> decreases after the entity exits stamina crit.
/// </summary>
[DataField, AutoNetworkedField]
public bool AfterCritical;
/// <summary>
/// This float determines how fast stamina will regenerate after exiting the stamina crit.
/// </summary>
[DataField, AutoNetworkedField]
public float AfterCritDecayMultiplier = 5f;
/// <summary>
/// Thresholds that determine an entity's slowdown as a function of stamina damage.
/// </summary>
[DataField]
public Dictionary<FixedPoint2, float> StunModifierThresholds = new() { {0, 1f }, { 60, 0.7f }, { 80, 0.5f } };
}