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