Files
tbd-station-14/Content.Shared/Damage/Components/StaminaComponent.cs

54 lines
1.9 KiB
C#

using Robust.Shared.GameStates;
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)]
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]
public TimeSpan NextUpdate = TimeSpan.Zero;
}