CatStation/Content.Shared/Changeling/Components/RegenerativeStasisActionComponent.cs
ScarKy0 00acae3b62
Changeling Regen Stasis (#45104)
* init

* fixes, ghosting

* i dont know man

* popups, slight rework, actually works now

* review

* failn't

* partial review

* new sprites

* cleanup

* fix

* fix multiple gasps, allow stasis when dead

* typo

* yeah

* yeah

* wuh

* merge master part 2

* sub attribute

* first try?

* renames

* network

* identity

* fix ts

* fix imports

* applying state check

* temp

* may god have mercy upon my soul

* stuff

* Revert "stuff"

This reverts commit de7ec9cb9f761f5cd954921a0efa495388634d30.

* Revert "may god have mercy upon my soul"

This reverts commit 3e1aa567d47e0576daa6ed420dad29b80c112a31.

* Revert "temp"

This reverts commit 501dd6d4f6fd22c466e4abb2a284212636123c4a.

* Revert "applying state check"

This reverts commit 3c211f0a54812797987c7ab93a9b140f66a9088d.

* fix

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2026-08-10 12:43:59 +00:00

65 lines
2.2 KiB
C#

using Content.Shared.Changeling.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Changeling.Components;
/// <summary>
/// Component responsible for Changelings Regenerative Stasis.
/// Allows the user to fake "death" and heal afterwards.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(RegenerativeStasisSystem))]
public sealed partial class RegenerativeStasisActionComponent : Component
{
// TODO: Will need small behaviour tweaks once we get biomass/chemicals.
/// <summary>
/// Whether this entity is currently in stasis.
/// </summary>
[DataField, AutoNetworkedField]
public bool IsInStasis;
/// <summary>
/// Whether the entity can ghost out during their stasis.
/// </summary>
[DataField, AutoNetworkedField]
public bool AllowGhosting;
/// <summary>
/// Minimum time the entity has to be in stasis before they are allowed to get up.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan MinStasisCooldown = TimeSpan.FromSeconds(30);
/// <summary>
/// Maximum time the entity has to be in stasis before they are allowed to get up, based on the entity's sustained damage and CooldownBonusPerDamage.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan MaxStasisCooldown = TimeSpan.FromSeconds(60);
/// <summary>
/// The amount of bonus cooldown time to add on top of <see cref="MinStasisCooldown"/> for each unit of damage.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan BonusCooldownPerDamage = TimeSpan.FromSeconds(30d / 200d); // at 200 damage, the cooldown should be 60s
/// <summary>
/// The sound to play when the entity exits stasis.
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier? ExitSound = new SoundPathSpecifier("/Audio/Magic/rumble.ogg");
/// <summary>
/// The name this entity's action started with.
/// </summary>
[DataField, AutoNetworkedField]
public string? InitialName;
/// <summary>
/// The description this entity's action started with.
/// </summary>
[DataField, AutoNetworkedField]
public string? InitialDescription;
}