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