115 lines
2.9 KiB
C#
115 lines
2.9 KiB
C#
// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
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// SPDX-FileCopyrightText: 2025 Solstice <solsticeofthewinter@gmail.com>
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// SPDX-FileCopyrightText: 2025 SolsticeOfTheWinter <solsticeofthewinter@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using Content.Shared.Polymorph;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._Goobstation.Devil.Condemned;
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/// <summary>
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/// Marks an entity as having sold their soul.
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/// When you die, do NOT collect 200, do NOT pass go. Go directly to hell
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/// </summary>
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/// <remarks>
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/// This should *really* be two components.
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/// </remarks>
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[RegisterComponent]
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public sealed partial class CondemnedComponent : Component
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{
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/// <summary>
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/// The current phase of the condemnation animation.
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/// </summary>
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[DataField]
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public CondemnedPhase CurrentPhase = CondemnedPhase.Waiting;
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/// <summary>
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/// Who owns this entities soul
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/// </summary>
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[DataField]
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public EntityUid? SoulOwner;
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/// <summary>
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/// The elapsed time of the phase.
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/// </summary>
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[DataField]
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public float PhaseTimer;
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/// <summary>
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/// How long the hand effect will last
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/// </summary>
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[DataField]
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public float HandDuration;
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/// <summary>
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/// Should the examine message show when examining someone with this component?
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/// </summary>
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[DataField("showExamine")]
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public bool ShowExamineMessage = true;
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/// <summary>
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/// Is this entities soul owned, but not by a devil?
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/// </summary>
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[DataField]
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public bool SoulOwnedNotDevil;
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/// <summary>
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/// Should this entity be sent to hell on death?
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/// </summary>
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[DataField]
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public bool CondemnOnDeath;
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/// <summary>
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/// Was this target already weak to holy before becoming condemned?
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/// </summary>
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[DataField]
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public bool WasWeakToHoly;
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/// <summary>
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/// Should movement be locked during the animation?
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/// </summary>
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[DataField]
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public bool FreezeDuringCondemnation;
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/// <summary>
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/// If true, scrambles the targets DNA after banishing them.
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/// </summary>
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[DataField]
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public bool ScrambleAfterBanish = true;
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/// <summary>
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/// Should this entity be banished (sent to limbo for several minutes) or should they just be deleted?
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/// </summary>
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[DataField]
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public CondemnedBehavior CondemnedBehavior = CondemnedBehavior.Delete;
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[DataField]
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public EntProtoId PentagramProto = "Pentagram";
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[DataField]
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public EntProtoId HandProto = "HellHand";
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[DataField]
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public SoundPathSpecifier SoundEffect = new("/Audio/_Goobstation/Effects/earth_quake.ogg");
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[DataField]
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public ProtoId<PolymorphPrototype> BanishProto = "ShadowJaunt180";
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}
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public enum CondemnedPhase : byte
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{
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Waiting,
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PentagramActive,
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HandActive,
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Complete
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}
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public enum CondemnedBehavior : byte
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{
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Delete,
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Banish,
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}
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