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);