using Content.Shared.Chemistry.Components;
using Content.Shared.NPC.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Dragon
{
// TODO: use timespans for logic
[RegisterComponent]
public sealed partial class DragonComponent : Component
{
///
/// If we have active rifts.
///
[DataField]
public List Rifts = new();
public bool Weakened => WeakenedAccumulator > 0f;
///
/// When any rift is destroyed how long is the dragon weakened for
///
[DataField]
public float WeakenedDuration = 120f;
///
/// Has a rift been destroyed and the dragon in a temporary weakened state?
///
[DataField]
public float WeakenedAccumulator = 0f;
[DataField]
public float RiftAccumulator = 0f;
///
/// Maximum time the dragon can go without spawning a rift before they die.
///
[DataField]
public float RiftMaxAccumulator = 300f;
[DataField]
public EntProtoId SpawnRiftAction = "ActionSpawnRift";
///
/// Spawns a rift which can summon more mobs.
///
[DataField]
public EntityUid? SpawnRiftActionEntity;
[DataField]
public EntProtoId RiftPrototype = "CarpRift";
[DataField]
public SoundSpecifier? SoundDeath = new SoundPathSpecifier("/Audio/Animals/space_dragon_roar.ogg");
[DataField]
public SoundSpecifier? SoundRoar =
new SoundPathSpecifier("/Audio/Animals/space_dragon_roar.ogg")
{
Params = AudioParams.Default.AddVolume(3f),
};
///
/// NPC faction to re-add after being zombified.
/// Prevents zombie dragon from being attacked by its own carp.
///
[DataField]
public ProtoId Faction = "Dragon";
///
/// The smoke to spawn upon rift timeout death.
///
[DataField]
public EntProtoId SmokePrototype = "BloodSmoke";
///
/// The solution to place into the smoke (mostly just needed for color)
///
[DataField]
public Solution SmokeSolution = new ([new("Blood", 1)]);
}
}