PassiveDamageComponent.cs 1.3 KB

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  1. using Content.Shared.Mobs;
  2. using Content.Shared.FixedPoint;
  3. using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
  4. using Robust.Shared.GameStates;
  5. namespace Content.Shared.Damage.Components;
  6. /// <summary>
  7. /// Passively damages the entity on a specified interval.
  8. /// </summary>
  9. [RegisterComponent, NetworkedComponent]
  10. public sealed partial class PassiveDamageComponent : Component
  11. {
  12. /// <summary>
  13. /// The entitys' states that passive damage will apply in
  14. /// </summary>
  15. [DataField, ViewVariables(VVAccess.ReadWrite)]
  16. public List<MobState> AllowedStates = new();
  17. /// <summary>
  18. /// Damage / Healing per interval dealt to the entity every interval
  19. /// </summary>
  20. [DataField, ViewVariables(VVAccess.ReadWrite)]
  21. public DamageSpecifier Damage = new();
  22. /// <summary>
  23. /// Delay between damage events in seconds
  24. /// </summary>
  25. [DataField, ViewVariables(VVAccess.ReadWrite)]
  26. public float Interval = 1f;
  27. /// <summary>
  28. /// The maximum HP the damage will be given to. If 0, disabled.
  29. /// </summary>
  30. [DataField, ViewVariables(VVAccess.ReadWrite)]
  31. public FixedPoint2 DamageCap = 0;
  32. [DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
  33. public TimeSpan NextDamage = TimeSpan.Zero;
  34. }