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76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
using Content.Shared.Popups;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Abilities.Psionics;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class PsionicFamiliarComponent : Component
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{
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/// <summary>
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/// The entity that summoned this Familiar.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? Master;
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/// <summary>
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/// Whether the familiar is allowed to attack its Master.
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/// </summary>
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[DataField]
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public bool CanAttackMaster;
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/// <summary>
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/// Popup to play when a familiar that isn't allowed to attack its Master, attempts to do so.
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/// </summary>
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[DataField]
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public string AttackMasterText = "psionic-familiar-cant-attack-master";
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/// <summary>
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/// Popup type to use when failing to attack the familiar's Master.
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/// </summary>
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[DataField]
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public PopupType AttackPopupType = PopupType.SmallCaution;
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/// <summary>
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/// Text to display when a Familiar is forced to return from whence it came.
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/// </summary>
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[DataField]
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public string DespawnText = "psionic-familiar-despawn-text";
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/// <summary>
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/// Popup type to use when a Familiar is forced to return from whence it came.
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/// </summary>
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[DataField]
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public PopupType DespawnPopopType = PopupType.MediumCaution;
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/// <summary>
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/// Whether a Psionic Familiar is sent back from whence it came if its Master dies.
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/// </summary>
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[DataField]
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public bool DespawnOnMasterDeath = true;
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/// <summary>
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/// Whether a Psionic Familiar is sent back from whence it came if it dies.
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/// </summary>
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[DataField]
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public bool DespawnOnFamiliarDeath = true;
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/// <summary>
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/// Whether a Psionic Familiar is sent back from whence it came if its Master is mindbroken.
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/// </summary>
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[DataField]
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public bool DespawnOnMasterMindbroken = true;
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/// <summary>
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/// Should the Familiar despawn when the player controlling it disconnects.
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/// </summary>
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[DataField]
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public bool DespawnOnPlayerDetach;
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/// <summary>
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/// Whether a Psionic Familiar inherits its Master's factions.
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/// This can get people into trouble if the familiar inherits a hostile faction such as Syndicate.
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/// </summary>
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[DataField]
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public bool InheritMasterFactions = true;
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}
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