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- using Content.Shared.Mind;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Roles;
- /// <summary>
- /// This holds data for, and indicates, a Mind Role entity
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class MindRoleComponent : BaseMindRoleComponent
- {
- /// <summary>
- /// Marks this Mind Role as Antagonist
- /// A single antag Mind Role is enough to make the owner mind count as Antagonist.
- /// </summary>
- [DataField]
- public bool Antag { get; set; } = false;
- /// <summary>
- /// The mind's current antagonist/special role, or lack thereof;
- /// </summary>
- [DataField]
- public ProtoId<RoleTypePrototype>? RoleType;
- /// <summary>
- /// True if this mindrole is an exclusive antagonist. Antag setting is not checked if this is True.
- /// </summary>
- [DataField]
- public bool ExclusiveAntag { get; set; } = false;
- /// <summary>
- /// The Mind that this role belongs to
- /// </summary>
- public Entity<MindComponent> Mind { get; set; }
- /// <summary>
- /// The Antagonist prototype of this role
- /// </summary>
- [DataField]
- public ProtoId<AntagPrototype>? AntagPrototype { get; set; }
- /// <summary>
- /// The Job prototype of this role
- /// </summary>
- [DataField]
- public ProtoId<JobPrototype>? JobPrototype { get; set; }
- }
- // Why does this base component actually exist? It does make auto-categorization easy, but before that it was useless?
- // I used it for easy organisation/bookkeeping of what components are for mindroles
- [EntityCategory("Roles")]
- public abstract partial class BaseMindRoleComponent : Component
- {
- }
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