using Content.Shared.Alert;
using Content.Shared.Damage;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared._EE.Shadowling.Components;
///
/// Component that indicates a user should take damage or heal damage based on the light detection system
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class LightDetectionDamageModifierComponent : Component
{
///
/// Max Detection Value
///
[DataField, AutoNetworkedField]
public float DetectionValueMax = 5f;
///
/// If this reaches 0, the entity will start taking damage.
/// If it is max, the entity will heal damage (if specified)
///
[DataField, AutoNetworkedField]
public float DetectionValue;
///
/// Indicates whether the user should take damage on light
///
[DataField]
public bool TakeDamageOnLight = true;
///
/// Indicates whether the user should heal if not on light
///
[DataField]
public bool HealOnShadows = true;
[DataField]
public TimeSpan NextUpdate = TimeSpan.Zero;
///
/// How often to decrease the DetectionValue.
///
/// Example:
/// If a shadowling is standing on light, and this is 1f, and DetectionTimerDecreaseFactor is 1f then
/// it will take 5 seconds (considering DetectionValue is 5f) for the entity to start taking damage.
///
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(0.5f);
[DataField]
public float DetectionValueFactor = 0.5f;
///
/// How often the entity will take damage
///
[DataField]
public TimeSpan DamageInterval = TimeSpan.FromSeconds(5f);
[DataField]
public TimeSpan NextUpdateDamage = TimeSpan.Zero;
///
/// How often the entity will heal damage
///
[DataField]
public TimeSpan HealInterval = TimeSpan.FromSeconds(3f);
[DataField]
public TimeSpan NextUpdateHeal = TimeSpan.Zero;
///
/// For shadowlings (Light Resistance)
///
[DataField]
public float ResistanceModifier = 1;
///
/// How much damage to deal to the entity.
/// Shadowlings will have Light Resistance, so this will get affected by that.
///
[DataField]
public DamageSpecifier DamageToDeal = new()
{
DamageDict = new()
{
["Heat"] = 15,
}
};
[DataField]
public DamageSpecifier DamageToHeal = new()
{
DamageDict = new()
{
["Blunt"] = -15,
["Slash"] = -15,
["Piercing"] = -15,
["Heat"] = -15,
["Cold"] = -15,
["Shock"] = -15,
["Asphyxiation"] = -15,
["Bloodloss"] = -15,
["Poison"] = -15,
}
};
[DataField]
public ProtoId AlertProto = "ShadowlingLight";
[DataField]
public bool ShowAlert = true;
}