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;
}