using Content.Shared.Body.Part; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Shitmed.Medical.Surgery.Conditions; // // What components are necessary in the part's organs' OnAdd fields for the surgery to be valid. // // Not all components need to be present (or missing for Inverse = true). At least one component matching (or missing) can make the surgery valid. // [RegisterComponent, NetworkedComponent] public sealed partial class SurgeryOrganOnAddConditionComponent : Component { // // The components to check for on each organ, with the key being the organ's SlotId. // [DataField(required: true)] public Dictionary Components; // // If true, the lack of these components will instead make the surgery valid. // [DataField] public bool Inverse = false; }