using Content.Shared.Inventory;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.IdentityManagement.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class IdentityBlockerComponent : Component
{
[DataField, AutoNetworkedField]
public bool Enabled = true;
///
/// What part of your face does this cover? Eyes, mouth, or full?
///
[DataField]
public IdentityBlockerCoverage Coverage = IdentityBlockerCoverage.FULL;
}
[Flags]
[Serializable, NetSerializable]
public enum IdentityBlockerCoverage
{
NONE = 0,
MOUTH = 1 << 0,
EYES = 1 << 1,
FULL = MOUTH | EYES
}
///
/// Raised on an entity and relayed to inventory to determine if its identity should be knowable.
///
public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
// i.e. masks, helmets, or glasses.
public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.OUTERCLOTHING;
// cumulative coverage from each relayed slot
public IdentityBlockerCoverage TotalCoverage = IdentityBlockerCoverage.NONE;
}