using Content.Shared.Anomaly;
using Content.Shared.Anomaly.Components;
namespace Content.Server.Anomaly.Components;
///
/// This is used for projectiles which affect anomalies through colliding with them.
///
[RegisterComponent, Access(typeof(SharedAnomalySystem))]
public sealed class AnomalousParticleComponent : Component
{
///
/// The type of particle that the projectile
/// imbues onto the anomaly on contact.
///
[DataField("particleType", required: true)]
public AnomalousParticleType ParticleType;
///
/// The fixture that's checked on collision.
///
[DataField("fixtureId")]
public string FixtureId = "projectile";
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField("severityPerSeverityHit")]
public float SeverityPerSeverityHit = 0.025f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField("stabilityPerDestabilizingHit")]
public float StabilityPerDestabilizingHit = 0.04f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField("healthPerWeakeningeHit")]
public float HealthPerWeakeningeHit = -0.05f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField("stabilityPerWeakeningeHit")]
public float StabilityPerWeakeningeHit = -0.1f;
}