CatStation/Content.Server/Administration/Components/SuperBonkComponent.cs
āda 9fd1abcff6
Clumsy status effect + tests (#45262)
* component outline

* System port

* super bonk detour

* working good!

* relay changes

* the death of clumsy

* why it stop working??

* now to test it

* tested it

* Actual genuine tests

* final checks

* buff up catch test

* annoying test fail

* refactor: minor whitespace and var rename changes

* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem

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Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-11 10:19:19 +00:00

37 lines
1.1 KiB
C#

using Content.Server.Administration.Systems;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Administration.Components;
/// <summary>
/// Component to track the timer for the SuperBonk smite.
/// </summary>
[RegisterComponent, AutoGenerateComponentPause]
[Access(typeof(SuperBonkSystem))]
public sealed partial class SuperBonkComponent : Component
{
/// <summary>
/// All of the tables the target will be bonked on.
/// </summary>
[DataField]
public List<EntityUid>.Enumerator Tables;
/// <summary>
/// How often should we bonk.
/// </summary>
[DataField]
public TimeSpan BonkCooldown = TimeSpan.FromMilliseconds(1500);
/// <summary>
/// Next time when we will bonk.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextBonk = TimeSpan.Zero;
/// <summary>
/// Whether to stop Super Bonk on the target once he dies. Otherwise it will continue until no other tables are left
/// or the target is gibbed.
/// </summary>
[DataField]
public bool StopWhenDead = true;
}