using Content.Shared._White.Cult.Components;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Prototypes;
namespace Content.Server._White.Cult.GameRule;
[RegisterComponent]
public sealed partial class CultRuleComponent : Component
{
[DataField]
public ProtoId<EntityPrototype> ReaperPrototype = "ReaperConstruct";
[ViewVariables(VVAccess.ReadOnly), DataField("tileId")]
public string CultFloor = "CultFloor";
public Color EyeColor = Color.FromHex("#f80000");
public ProtoId<ReagentPrototype> HolyWaterReagent = "Holywater";
public int ReadEyeThreshold = 5;
public int PentagramThreshold = 8;
/// <summary>
/// Players who played as an cultist at some point in the round.
/// </summary>
public Dictionary<string, string> CultistsCache = new();
public EntityUid? CultTarget;
public List<CultistComponent> CurrentCultists = new();
public List<ConstructComponent> Constructs = new();
public CultWinCondition WinCondition = CultWinCondition.Draw;
public CultStage Stage = CultStage.Normal;
}
public enum CultWinCondition : byte
Draw,
Win,
Failure,
public enum CultStage : byte
Normal,
RedEyes,
Pentagram,
public sealed class CultNarsieSummoned : EntityEventArgs;