using Content.Shared.Whitelist; using Robust.Shared.Prototypes; namespace Content.Shared.FeedbackSystem; /// /// Prototype that describes the contents of a feedback popup. /// [Prototype] public sealed partial class FeedbackPopupPrototype : IPrototype { /// [IdDataField] public string ID { get; private set; } = null!; /// /// What server the popup is from, you must edit the ccvar to include this for the popup to appear! /// [DataField(required: true)] public string PopupOrigin = string.Empty; /// /// Title of the popup. This supports rich text so you can use colors and stuff. /// [DataField(required: true)] public string Title = string.Empty; /// /// List of "paragraphs" that are placed in the middle of the popup. Put any relevant information about what to give /// feedback on here! [bold]Rich text is allowed[/bold] /// [DataField(required: true)] public string Description = string.Empty; /// /// The kind of response the player should expect to give; good examples are "Survey", "Discord Channel", "Feedback Thread" etc. /// Will be listed near the "Open Link" button; rich text is not allowed. /// [DataField] public string? ResponseType; /// /// A link leading to where you want players to give feedback. Discord channel, form etc... /// [DataField] public string? ResponseLink; /// /// Should this feedback be shown when the round ends. /// /// /// If this is false popups have to be shown to players by running the
feedback:add
command.
/// This allows admins to show popups to only specific people. ///
[DataField] public bool ShowRoundEnd = true; /// /// Will only show this feedback at round end if there is a rule that fits in the whitelist /// /// /// This will only work if is true. /// If this is null it will show the feedback at round end regardless of the rules present /// [DataField] public EntityWhitelist? RuleWhitelist; }