Delta-v/Content.Shared/Traits/TraitPrototype.cs

86 lines
2.8 KiB
C#

// using Content.Shared.Roles;
// using Content.Shared.Whitelist; // DeltaV - Traits rework
// using Robust.Shared.Prototypes;
// using Content.Shared.Humanoid.Prototypes; // DeltaV - Trait species hiding
//
// namespace Content.Shared.Traits;
//
// /// <summary>
// /// Describes a trait.
// /// </summary>
// [Prototype]
// public sealed partial class TraitPrototype : IPrototype
// {
// [ViewVariables]
// [IdDataField]
// public string ID { get; private set; } = default!;
//
// /// <summary>
// /// The name of this trait.
// /// </summary>
// [DataField]
// public LocId Name { get; private set; } = string.Empty;
//
// /// <summary>
// /// The description of this trait.
// /// </summary>
// [DataField]
// public LocId? Description { get; private set; }
//
// /// <summary>
// /// Don't apply this trait to entities this whitelist IS NOT valid for.
// /// </summary>
// [DataField]
// public EntityWhitelist? Whitelist;
//
// /// <summary>
// /// Don't apply this trait to entities this whitelist IS valid for. (hence, a blacklist)
// /// </summary>
// [DataField]
// public EntityWhitelist? Blacklist;
//
// /// <summary>
// /// The components that get added to the player, when they pick this trait.
// /// NOTE: When implementing a new trait, it's preferable to add it as a status effect instead if possible.
// /// </summary>
// [DataField]
// [Obsolete("Use JobSpecial instead.")]
// public ComponentRegistry Components { get; private set; } = default!;
//
// /// <summary>
// /// Special effects applied to the player who takes this Trait.
// /// </summary>
// [DataField(serverOnly: true)]
// public List<JobSpecial> Specials { get; private set; } = new();
//
// /// <summary>
// /// DeltaV - Components that get added to the player, overriding any existing instances of the component if they exist.
// /// </summary>
// [DataField]
// public ComponentRegistry? OverriddenComponents { get; private set; }
//
// /// <summary>
// /// Gear that is given to the player, when they pick this trait.
// /// </summary>
// [DataField]
// public EntProtoId? TraitGear;
//
// /// <summary>
// /// Trait Price. If negative number, points will be added.
// /// </summary>
// [DataField]
// public int Cost = 0;
//
// /// <summary>
// /// Adds a trait to a category, allowing you to limit the selection of some traits to the settings of that category.
// /// </summary>
// [DataField]
// public ProtoId<TraitCategoryPrototype>? Category;
//
// /// <summary>
// /// DeltaV - Hides traits from specific species
// /// </summary>
// [DataField]
// public HashSet<ProtoId<SpeciesPrototype>> ExcludedSpecies = new();
// }