using Content.Shared.Damage;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Zombies;
///
/// Temporary because diseases suck.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PendingZombieComponent : Component
{
///
/// Damage dealt every second to infected individuals.
///
[DataField("damage")] public DamageSpecifier Damage = new()
{
DamageDict = new ()
{
{ "Poison", 0.2 },
}
};
///
/// A multiplier for applied when the entity is in critical condition.
///
[DataField("critDamageMultiplier")]
public float CritDamageMultiplier = 10f;
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
///
/// The amount of time left before the infected begins to take damage.
///
[DataField("gracePeriod"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan GracePeriod = TimeSpan.Zero;
///
/// The minimum amount of time initial infected have before they start taking infection damage.
///
[DataField]
public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f);
///
/// The maximum amount of time initial infected have before they start taking damage.
///
[DataField]
public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f);
///
/// The chance each second that a warning will be shown.
///
[DataField("infectionWarningChance")]
public float InfectionWarningChance = 0.0166f;
///
/// Infection warnings shown as popups
///
[DataField("infectionWarnings")]
public List InfectionWarnings = new()
{
"zombie-infection-warning",
"zombie-infection-underway"
};
}