using Content.Shared.Anomaly;
using Content.Shared.Anomaly.Components;
namespace Content.Server.Anomaly.Components;
/// <summary>
/// This is used for projectiles which affect anomalies through colliding with them.
/// </summary>
[RegisterComponent, Access(typeof(SharedAnomalySystem))]
public sealed partial class AnomalousParticleComponent : Component
{
/// The type of particle that the projectile
/// imbues onto the anomaly on contact.
[DataField(required: true)]
public AnomalousParticleType ParticleType;
/// The fixture that's checked on collision.
[DataField]
public string FixtureId = "projectile";
/// The amount that the <see cref="AnomalyComponent.Severity"/> increases by when hit
/// of an anomalous particle of <seealso cref="AnomalyComponent.SeverityParticleType"/>.
public float SeverityPerSeverityHit = 0.025f;
/// The amount that the <see cref="AnomalyComponent.Stability"/> increases by when hit
/// of an anomalous particle of <seealso cref="AnomalyComponent.DestabilizingParticleType"/>.
public float StabilityPerDestabilizingHit = 0.04f;
public float HealthPerWeakeningeHit = -0.05f;
public float StabilityPerWeakeningeHit = -0.1f;
/// If this is true then the particle will always affect the stability of the anomaly.
public bool DestabilzingOverride = false;
/// If this is true then the particle will always affect the weakeness of the anomaly.
public bool WeakeningOverride = false;
/// If this is true then the particle will always affect the severity of the anomaly.
public bool SeverityOverride = false;
/// If this is true then the particle will always affect the behaviour.
public bool TransmutationOverride = false;
}