Files
tbd-station-14/Content.Shared/Damage/Components/StaminaComponent.cs
Princess Cheeseballs dec2d42a1d Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
2025-07-20 01:54:42 +02:00

171 lines
5.6 KiB
C#

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;
/// <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 enter 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>
/// This is how much stamina damage a mob takes when it forces itself to stand up before modifiers
/// </summary>
[DataField, AutoNetworkedField]
public float ForceStandStamina = 10f;
/// <summary>
/// What sound should play when we successfully stand up
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier ForceStandSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
/// <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 } };
#region Animation Data
/// <summary>
/// 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).
/// </summary>
[DataField]
public float AnimationThreshold = 50;
/// <summary>
/// Minimum y vector displacement for breathing at AnimationThreshold
/// </summary>
[DataField]
public float BreathingAmplitudeMin = 0.04f;
/// <summary>
/// Maximum y vector amount we add to the BreathingAmplitudeMin
/// </summary>
[DataField]
public float BreathingAmplitudeMod = 0.04f;
/// <summary>
/// Minimum vector displacement for jittering at AnimationThreshold
/// </summary>
[DataField]
public float JitterAmplitudeMin;
/// <summary>
/// Maximum vector amount we add to the JitterAmplitudeMin
/// </summary>
[DataField]
public float JitterAmplitudeMod = 0.04f;
/// <summary>
/// Min multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
/// </summary>
[DataField]
public Vector2 JitterMin = Vector2.Create(0.5f, 0.125f);
/// <summary>
/// Max multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
/// </summary>
[DataField]
public Vector2 JitterMax = Vector2.Create(1f, 0.25f);
/// <summary>
/// Minimum total animations per second
/// </summary>
[DataField]
public float FrequencyMin = 0.25f;
/// <summary>
/// Maximum amount we add to the Frequency min just before crit
/// </summary>
[DataField]
public float FrequencyMod = 1.75f;
/// <summary>
/// Jitter keyframes per animation
/// </summary>
[DataField]
public int Jitters = 4;
/// <summary>
/// Vector of the last Jitter so we can make sure we don't jitter in the same quadrant twice in a row.
/// </summary>
[DataField]
public Vector2 LastJitter;
/// <summary>
/// The offset that an entity had before jittering started,
/// so that we can reset it properly.
/// </summary>
[DataField]
public Vector2 StartOffset = Vector2.Zero;
#endregion
}