using Content.Shared.Alert;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Ensnaring.Components;
///
/// Use this on an entity that you would like to be ensnared by anything that has the
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class EnsnareableComponent : Component
{
///
/// How much should this slow down the entities walk?
///
[DataField, AutoNetworkedField]
public float WalkSpeed = 1.0f;
///
/// How much should this slow down the entities sprint?
///
[DataField, AutoNetworkedField]
public float SprintSpeed = 1.0f;
///
/// Is this entity currently ensnared?
///
[DataField, AutoNetworkedField]
public bool IsEnsnared;
///
/// The container where the entity will be stored
///
public Container Container = default!;
[DataField]
public string? Sprite;
[DataField]
public string? State;
[DataField]
public ProtoId EnsnaredAlert = "Ensnared";
}
public sealed partial class RemoveEnsnareAlertEvent : BaseAlertEvent;
public sealed class EnsnaredChangedEvent : EntityEventArgs
{
public readonly bool IsEnsnared;
public EnsnaredChangedEvent(bool isEnsnared)
{
IsEnsnared = isEnsnared;
}
}