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using Content.Shared.Chemistry.Reagent ;
using Content.Shared.Whitelist ;
using Robust.Shared.Audio ;
using Robust.Shared.Containers ;
using Robust.Shared.GameStates ;
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using Robust.Shared.Prototypes ;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype ;
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namespace Content.Shared.Devour.Components ;
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[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedDevourSystem))]
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public sealed partial class DevourerComponent : Component
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{
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[DataField("devourAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? DevourAction = "ActionDevour" ;
[DataField("devourActionEntity")]
public EntityUid ? DevourActionEntity ;
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[ViewVariables(VVAccess.ReadWrite), DataField("soundDevour")]
public SoundSpecifier ? SoundDevour = new SoundPathSpecifier ( "/Audio/Effects/demon_consume.ogg" )
{
Params = AudioParams . Default . WithVolume ( - 3f ) ,
} ;
[DataField("devourTime")]
public float DevourTime = 3f ;
/// <summary>
/// The amount of time it takes to devour something
/// <remarks>
/// NOTE: original intended design was to increase this proportionally with damage thresholds, but those proved quite difficult to get consistently. right now it devours the structure at a fixed timer.
/// </remarks>
/// </summary>
[DataField("structureDevourTime")]
public float StructureDevourTime = 10f ;
[ViewVariables(VVAccess.ReadWrite), DataField("soundStructureDevour")]
public SoundSpecifier ? SoundStructureDevour = new SoundPathSpecifier ( "/Audio/Machines/airlock_creaking.ogg" )
{
Params = AudioParams . Default . WithVolume ( - 3f ) ,
} ;
/// <summary>
/// Where the entities go when it devours them, empties when it is butchered.
/// </summary>
public Container Stomach = default ! ;
[ViewVariables(VVAccess.ReadWrite), DataField("shouldStoreDevoured")]
public bool ShouldStoreDevoured = true ;
[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
public EntityWhitelist ? Whitelist = new ( )
{
Components = new [ ]
{
"MobState" ,
}
} ;
/// <summary>
/// The chemical ID injected upon devouring
/// </summary>
[DataField("chemical", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string Chemical = "Ichor" ;
/// <summary>
/// The amount of ichor injected per devour
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("healRate")]
public float HealRate = 15f ;
/// <summary>
/// The favorite food not only feeds you, but also heals
/// </summary>
[DataField("foodPreference")]
public FoodPreference FoodPreference = FoodPreference . All ;
}