73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using Content.Server.Tesla.EntitySystems;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; // DeltaV
|
|
using Robust.Shared.Timing; // DeltaV
|
|
|
|
namespace Content.Server.Tesla.Components;
|
|
|
|
/// <summary>
|
|
/// A component that tracks an entity's saturation level from absorbing other creatures by touch, and spawns new entities when the saturation limit is reached.
|
|
/// </summary>
|
|
[RegisterComponent, Access(typeof(TeslaEnergyBallSystem))]
|
|
[AutoGenerateComponentPause] // DeltaV
|
|
public sealed partial class TeslaEnergyBallComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// how much energy will Tesla get by eating various things. Walls, people, anything.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float ConsumeStuffEnergy = 2f;
|
|
|
|
/// <summary>
|
|
/// The amount of energy this entity contains. Once the limit is reached, the energy will be spent to spawn mini-energy balls
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float Energy;
|
|
|
|
/// <summary>
|
|
/// The amount of energy an entity must reach in order to zero the energy and create another entity
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float NeedEnergyToSpawn = 100f;
|
|
|
|
/// <summary>
|
|
/// The amount of energy to which the tesla must reach in order to be destroyed.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float EnergyToDespawn = -540f; // DeltaV: -100<-540, make the Tesla take as long to fail as the singulo.
|
|
|
|
/// <summary>
|
|
/// Played when energy reaches the lower limit (and entity destroyed)
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? SoundCollapse;
|
|
|
|
/// <summary>
|
|
/// Entities that spawn when the energy limit is reached
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public EntProtoId SpawnProto = "TeslaMiniEnergyBall";
|
|
|
|
/// <summary>
|
|
/// Entity, spun when tesla gobbles with touch.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public EntProtoId ConsumeEffectProto = "EffectTeslaSparks";
|
|
|
|
// Begin DeltaV additions
|
|
/// <summary>
|
|
/// The amount of energy drained passively per update.
|
|
/// </summary>
|
|
[DataField]
|
|
public float PassiveEnergyDrainRate = 3f;
|
|
|
|
/// <summary>
|
|
/// The <see cref="IGameTiming.CurTime"/> timespan of next update.
|
|
/// </summary>
|
|
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
|
[AutoPausedField]
|
|
public TimeSpan NextUpdateTime = TimeSpan.Zero;
|
|
// End DeltaV
|
|
}
|