namespace Content.Shared.Anomaly.Components;
///
/// This is used for projectiles which affect anomalies through colliding with them.
///
[RegisterComponent, Access(typeof(SharedAnomalySystem))]
public sealed partial class AnomalousParticleComponent : Component
{
///
/// The type of particle that the projectile
/// imbues onto the anomaly on contact.
///
[DataField(required: true)]
public AnomalousParticleType ParticleType;
///
/// The fixture that's checked on collision.
///
[DataField]
public string FixtureId = "projectile";
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField]
public float SeverityPerSeverityHit = 0.025f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField]
public float StabilityPerDestabilizingHit = 0.04f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField]
public float HealthPerWeakeningeHit = -0.05f;
///
/// The amount that the increases by when hit
/// of an anomalous particle of .
///
[DataField]
public float StabilityPerWeakeningeHit = -0.1f;
///
/// If this is true then the particle will always affect the stability of the anomaly.
///
[DataField]
public bool DestabilzingOverride = false;
///
/// If this is true then the particle will always affect the weakeness of the anomaly.
///
[DataField]
public bool WeakeningOverride = false;
///
/// If this is true then the particle will always affect the severity of the anomaly.
///
[DataField]
public bool SeverityOverride = false;
///
/// If this is true then the particle will always affect the behaviour.
///
[DataField]
public bool TransmutationOverride = false;
}