6
2025-12-13 13:46:17 +03:00

78 lines
2.1 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Ninja.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for stunning mobs on click outside of harm mode.
/// Knocks them down for a bit and deals shock damage.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedStunProviderSystem))]
public sealed partial class StunProviderComponent : Component
{
/// <summary>
/// The powercell entity to take power from.
/// Determines whether stunning is possible.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? BatteryUid;
/// <summary>
/// Sound played when stunning someone.
/// </summary>
[DataField]
public SoundSpecifier Sound = new SoundCollectionSpecifier("sparks");
/// <summary>
/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField]
public float StunCharge = 36f;
/// <summary>
/// Damage dealt when stunning someone
/// </summary>
[DataField]
public DamageSpecifier StunDamage = new()
{
DamageDict = new()
{
{ "Shock", 5 }
}
};
/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(5);
/// <summary>
/// How long stunning is disabled after stunning something.
/// </summary>
[DataField]
public TimeSpan Cooldown = TimeSpan.FromSeconds(2);
/// <summary>
/// ID of the cooldown use delay.
/// </summary>
[DataField]
public string DelayId = "stun_cooldown";
/// <summary>
/// Locale string to popup when there is no power
/// </summary>
[DataField(required: true)]
public LocId NoPowerPopup = string.Empty;
/// <summary>
/// Whitelist for what counts as a mob.
/// </summary>
[DataField(required: true)]
public EntityWhitelist Whitelist = new();
}