using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Atmos.Rotting;
///
/// This makes mobs eventually start rotting when they die.
/// It may be expanded to food at some point, but it's just for mobs right now.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedRottingSystem))]
public sealed partial class PerishableComponent : Component
{
///
/// How long it takes after death to start rotting.
///
[DataField]
public TimeSpan RotAfter = TimeSpan.FromMinutes(10);
///
/// How much rotting has occured
///
[DataField]
public TimeSpan RotAccumulator = TimeSpan.Zero;
///
/// Gasses are released, this is when the next gas release update will be.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan RotNextUpdate = TimeSpan.Zero;
///
/// How often the rotting ticks.
/// Feel free to tweak this if there are perf concerns.
///
[DataField]
public TimeSpan PerishUpdateRate = TimeSpan.FromSeconds(5);
///
/// How many moles of gas released per second, per unit of mass.
///
[DataField]
public float MolsPerSecondPerUnitMass = 0.0025f;
[DataField, AutoNetworkedField]
public int Stage;
///
/// If true, rot will always progress.
///
[DataField, AutoNetworkedField]
public bool ForceRotProgression;
}
[ByRefEvent]
public record struct IsRottingEvent(bool Handled = false);