* Cursed Mask * extra expressions * block ingestion * mind returning * okay fix the removal shit
66 lines
1.7 KiB
C#
66 lines
1.7 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.NPC.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This is used for a mask that takes over the host when worn.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedCursedMaskSystem))]
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public sealed partial class CursedMaskComponent : Component
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{
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/// <summary>
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/// The current expression shown. Used to determine which effect is applied.
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/// </summary>
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[DataField]
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public CursedMaskExpression CurrentState = CursedMaskExpression.Neutral;
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/// <summary>
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/// Speed modifier applied when the "Joy" expression is present.
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/// </summary>
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[DataField]
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public float JoySpeedModifier = 1.15f;
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/// <summary>
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/// Damage modifier applied when the "Despair" expression is present.
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/// </summary>
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[DataField]
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public DamageModifierSet DespairDamageModifier = new();
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/// <summary>
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/// Whether or not the mask is currently attached to an NPC.
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/// </summary>
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[DataField]
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public bool HasNpc;
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/// <summary>
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/// The mind that was booted from the wearer when the mask took over.
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/// </summary>
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[DataField]
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public EntityUid? StolenMind;
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[DataField]
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public ProtoId<NpcFactionPrototype> CursedMaskFaction = "SimpleHostile";
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[DataField]
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public HashSet<ProtoId<NpcFactionPrototype>> OldFactions = new();
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}
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[Serializable, NetSerializable]
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public enum CursedMaskVisuals : byte
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{
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State
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}
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[Serializable, NetSerializable]
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public enum CursedMaskExpression : byte
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{
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Neutral,
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Joy,
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Despair,
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Anger
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}
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