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