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