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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(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? DevourAction = "ActionDevour" ;
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[DataField]
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public EntityUid ? DevourActionEntity ;
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[DataField]
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public SoundSpecifier ? SoundDevour = new SoundPathSpecifier ( "/Audio/Effects/demon_consume.ogg" )
{
Params = AudioParams . Default . WithVolume ( - 3f ) ,
} ;
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[DataField]
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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>
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[DataField]
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public float StructureDevourTime = 10f ;
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[DataField]
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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 ! ;
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/// <summary>
/// Determines what things the devourer can consume.
/// </summary>
[DataField]
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public EntityWhitelist ? Whitelist = new ( )
{
Components = new [ ]
{
"MobState" ,
}
} ;
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/// <summary>
/// Determines what things end up in the dragon's stomach if they eat it.
/// If it isn't in the whitelist, it's deleted.
/// </summary>
[DataField]
public EntityWhitelist ? StomachStorageWhitelist ;
/// <summary>
/// Determine's the dragon's food preference. If the eaten thing matches,
/// it is rewarded with the reward chemical. If null, all food is fine.
/// </summary>
[DataField]
public EntityWhitelist ? FoodPreferenceWhitelist ;
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/// <summary>
/// The chemical ID injected upon devouring
/// </summary>
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
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public string Chemical = "Ichor" ;
/// <summary>
/// The amount of ichor injected per devour
/// </summary>
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[DataField]
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public float HealRate = 15f ;
}