6
2026-01-18 12:53:36 +03:00

58 lines
1.6 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSpaceNinjaSystem))]
public sealed partial class SpaceNinjaComponent : Component
{
/// <summary>
/// Currently worn suit
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Suit;
/// <summary>
/// Currently worn gloves, if enabled.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Gloves;
/// <summary>
/// Bound katana, set once picked up and never removed
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Katana;
/// <summary>
/// Objective to complete after calling in a threat.
/// </summary>
[DataField]
public EntProtoId TerrorObjective = "TerrorObjective";
/// <summary>
/// Objective to complete after setting everyone to arrest.
/// </summary>
[DataField]
public EntProtoId MassArrestObjective = "MassArrestObjective";
/// <summary>
/// Objective to complete after the spider charge detonates.
/// </summary>
[DataField]
public EntProtoId SpiderChargeObjective = "SpiderChargeObjective";
/// <summary>
/// Alert to show for suit power.
/// </summary>
[DataField]
public ProtoId<AlertPrototype> SuitPowerAlert = "SuitPower";
}