Files
tbd-station-14/Content.Shared/Atmos/Rotting/PerishableComponent.cs
2024-01-17 01:49:21 -08:00

52 lines
1.5 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Atmos.Rotting;
/// <summary>
/// This makes mobs eventually start rotting when they die.
/// It may be expanded to food at some point, but it's just for mobs right now.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedRottingSystem))]
public sealed partial class PerishableComponent : Component
{
/// <summary>
/// How long it takes after death to start rotting.
/// </summary>
[DataField]
public TimeSpan RotAfter = TimeSpan.FromMinutes(10);
/// <summary>
/// How much rotting has occured
/// </summary>
[DataField]
public TimeSpan RotAccumulator = TimeSpan.Zero;
/// <summary>
/// Gasses are released, this is when the next gas release update will be.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan RotNextUpdate = TimeSpan.Zero;
/// <summary>
/// How often the rotting ticks.
/// Feel free to tweak this if there are perf concerns.
/// </summary>
[DataField]
public TimeSpan PerishUpdateRate = TimeSpan.FromSeconds(5);
/// <summary>
/// How many moles of gas released per second, per unit of mass.
/// </summary>
[DataField]
public float MolsPerSecondPerUnitMass = 0.0025f;
[DataField, AutoNetworkedField]
public int Stage;
}
[ByRefEvent]
public record struct IsRottingEvent(bool Handled = false);