CatStation/Content.Server/Administration/Components/SuperBonkComponent.cs
AndrewFenriz 53e29ab962
Move admin smites to prototypes (#45550)
* Add prototype-backed admin verb framework

* Add reusable admin verb operations

* Add smite-specific admin operations

* Migrate admin smites to prototypes

* More docs for god of docs

* We dont have prediction here, so...

* Final cleanup

* Fix adminSmite

* Add segment display control

* Add generic thermoregulator

* Add thermobath systems

* Replace hotplate with thermobath

* Refine thermobath layout

* move simple smites to effects

* move comps to effects

* move add action to effect

* move add mind role to effect

* move add user interfaces to effect

* move godmode to effect

* move eye zoom to effect

* move speed swap to effect

* move spill bloodstream to effect

* move remove organs to effect

* move cream pie to effect

* move slip to effect

* fix server effect usings

* move homing rod to effect

* move locker stuff to effect

* move tabletop dimension to effect

* move pinball to effect

* move yeet to effect

* move silicon laws to effect

* move ghost kick to effect

* remove admin operations

* revert sht

* remove BOM

* use admin verb prototypes for smites

* add heart attack smite prototype

* docs update

* fix AdminSmiteVomitOrgans

* split and move to shared

* move to shared

* move to shared and predict

* PredictedQueueDel

* fix Popup

* fix HomingRod

* port DeleteEntityEntityEffectSystem

* fix StuffIntoLockerEntityEffectSystem

* upd

* fix eye

* fix movement

* fix!!

* fix and doc

* Add admin verb category prototype

* upd AdminVerbPrototype

* split verbs

* SuperSuperSuperBonk

* Update PopupMessageEntityEffectSystem.cs

* fields

---------

Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
2026-09-18 19:01:16 +00:00

37 lines
1.2 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>
// TODO: Probably needs to be split into two fields
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;
}