Files
tbd-station-14/Content.Shared/Anomaly/Components/InnerBodyAnomalyComponent.cs
2025-08-06 15:01:20 -04:00

82 lines
2.7 KiB
C#

using Content.Shared.Anomaly.Effects;
using Content.Shared.Body.Prototypes;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Anomaly.Components;
/// <summary>
/// An anomaly within the body of a living being. Controls the ability to return to the standard state.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedInnerBodyAnomalySystem))]
public sealed partial class InnerBodyAnomalyComponent : Component
{
[DataField]
public bool Injected;
/// <summary>
/// A prototype of an entity whose components will be added to the anomaly host **AND** then removed at the right time
/// </summary>
[DataField(required: true)]
public EntProtoId? InjectionProto;
/// <summary>
/// Duration of stun from the effect of the anomaly
/// </summary>
[DataField]
public float StunDuration = 4f;
/// <summary>
/// A message sent in chat to a player who has become infected by an anomaly
/// </summary>
[DataField]
public LocId? StartMessage = null;
/// <summary>
/// A message sent in chat to a player who has cleared an anomaly
/// </summary>
[DataField]
public LocId? EndMessage = "inner-anomaly-end-message";
/// <summary>
/// Sound, playing on becoming anomaly
/// </summary>
[DataField]
public SoundSpecifier? StartSound = new SoundPathSpecifier("/Audio/Effects/inneranomaly.ogg");
/// <summary>
/// Used to display messages to the player about their level of disease progression
/// </summary>
[DataField]
public float LastSeverityInformed = 0f;
/// <summary>
/// The fallback sprite to be added on the original entity. Allows you to visually identify the feature and type of anomaly to other players
/// </summary>
[DataField, AutoNetworkedField]
public SpriteSpecifier? FallbackSprite = null;
/// <summary>
/// Ability to use unique sprites for different body types
/// </summary>
[DataField, AutoNetworkedField]
public Dictionary<ProtoId<SpeciesPrototype>, SpriteSpecifier> SpeciesSprites = new();
/// <summary>
/// The key of the entity layer into which the sprite will be inserted
/// </summary>
[DataField]
public string LayerMap = "inner_anomaly_layer";
}
/// <summary>
/// Event broadcast when an anomaly is being removed because the host is dying.
/// Raised directed at the host entity with the anomaly.
/// Cancel this if you want to prevent the host from losing their anomaly on death.
/// </summary>
[ByRefEvent]
public record struct BeforeRemoveAnomalyOnDeathEvent(bool Cancelled = false);