using Content.Server._DV.Objectives.Systems; using Content.Shared.Objectives; using Robust.Shared.Prototypes; namespace Content.Server._DV.Objectives.Components; /// /// Requires that you extract an item using syndicate fultons. /// This effectively removes it from the round. /// [RegisterComponent, Access(typeof(ExtractConditionSystem))] public sealed partial class ExtractConditionComponent : Component { /// /// A group of items to be stolen /// [DataField(required: true)] public ProtoId StealGroup; /// /// When enabled, disables generation of this target if there is no entity on the map (disable for objects that can be created mid-round). /// [DataField] public bool VerifyMapExistence = true; /// /// Help newer players by saying e.g. "steal the chief engineer's advanced magboots" /// instead of "steal advanced magboots". Should be a loc string. /// [DataField("owner")] public LocId? OwnerText; [DataField(required: true)] public LocId ObjectiveText; [DataField(required: true)] public LocId ObjectiveNoOwnerText; [DataField(required: true)] public LocId DescriptionText; }