using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.Language;
using Content.Shared.Polymorph;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared._EE.Shadowling;
//
// Handles the main actions of a Shadowling
//
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class ShadowlingComponent : Component
{
// The round-start Shadowling Actions
public string ActionHatch = "ActionHatch";
public EntityUid? ActionHatchEntity;
#region PostHatch Actions
public string ActionEnthrall = "ActionEnthrall";
public string ActionGlare = "ActionGlare";
public string ActionVeil = "ActionVeil";
public string ActionRapidRehatch = "ActionRapidRehatch";
public string ActionShadowWalk = "ActionShadowWalk";
public string ActionIcyVeins = "ActionIcyVeins";
public string ActionDestroyEngines = "ActionDestroyEngines";
public string ActionCollectiveMind = "ActionCollectiveMind";
public string ActionAscendance = "ActionAscendance"; // remove once debugged
public EntityUid? ActionEnthrallEntity;
public EntityUid? ActionGlareEntity;
public EntityUid? ActionVeilEntity;
public EntityUid? ActionRapidRehatchEntity;
public EntityUid? ActionShadowWalkEntity;
public EntityUid? ActionIcyVeinsEntity;
public EntityUid? ActionDestroyEnginesEntity;
public EntityUid? ActionCollectiveMindEntity;
public EntityUid? ActionAscendanceEntity; // remove once debugged
#endregion
#region Ascension Actions
public string ActionAnnihilate = "ActionAnnihilate";
public string ActionHypnosis = "ActionHypnosis";
public string ActionPlaneShift = "ActionPlaneShift";
public string ActionLightningStorm = "ActionLightningStorm";
public string ActionBroadcast = "ActionAscendantBroadcast";
public EntityUid? ActionAnnihilateEntity;
public EntityUid? ActionHypnosisEntity;
public EntityUid? ActionPlaneShiftEntity;
public EntityUid? ActionLightningStormEntity;
public EntityUid? ActionBroadcastEntity;
#endregion
// The status icon for Shadowlings
[DataField, ViewVariables(VVAccess.ReadOnly)]
public ProtoId StatusIcon { get; set; } = "ShadowlingFaction";
// Phase Indicator
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public ShadowlingPhases CurrentPhase = ShadowlingPhases.PreHatch;
[DataField]
public bool IsHatching;
[DataField]
public ProtoId ShadowlingPolymorphId = "ShadowlingPolymorph";
[DataField]
public bool IsPolymorphed;
[DataField]
public string Egg = "SlingEggHatch";
// Thrall Indicator
[DataField]
public List Thralls = new();
[DataField]
public ProtoId AlertProto = "ShadowlingLight";
[DataField]
public float LightResistanceModifier = 0.12f;
[DataField]
public DamageSpecifier HeatDamage = new()
{
DamageDict = new()
{
["Heat"] = 20,
}
};
[DataField]
public DamageSpecifier HeatDamageProjectileModifier = new()
{
DamageDict = new()
{
["Heat"] = 10,
}
};
[DataField]
public DamageSpecifier GunShootFailDamage = new()
{
DamageDict = new()
{
["Blunt"] = 5,
["Piercing"] = 4,
}
};
[DataField]
public TimeSpan GunShootFailStunTime = TimeSpan.FromSeconds(3);
[DataField]
public float NormalDamage;
[DataField]
public float ModifiedDamage;
[DataField]
public ProtoId SlingLanguageId { get; set; } = "Shadowmind";
[DataField]
public bool IsAscending;
[DataField]
public string ObjectiveAscend = "ShadowlingAscendObjective";
}
[NetSerializable, Serializable]
public enum ShadowlingPhases : byte
{
PreHatch,
PostHatch,
Ascension,
FailedAscension,
}