using Content.Shared.Roles; using Content.Shared.Store; // Frontier: turn-in features using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Contraband; /// /// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] // Frontier: removed Access(typeof(ContrabandSystem)) public sealed partial class ContrabandComponent : Component { /// /// The degree of contraband severity this item is considered to have. /// [DataField] [AutoNetworkedField] public ProtoId Severity = "Restricted"; /// /// Which departments is this item restricted to? /// By default, command and sec are assumed to be fine with contraband. /// If null, no departments are allowed to use this. /// [DataField] [AutoNetworkedField] public HashSet> AllowedDepartments = new(); /// /// Which jobs is this item restricted to? /// If empty, no jobs are allowed to use this beyond the allowed departments. /// [DataField] [AutoNetworkedField] public HashSet> AllowedJobs = new(); // Frontier: turn-in features /// /// The set of currency types this item can be redeemed /// [DataField] [AutoNetworkedField] public Dictionary, int> TurnInValues = new(); /// /// If true, will not show contraband status on examine. Useful for chameleon shoes and other camouflaged items. /// [DataField] [AutoNetworkedField] public bool HideValues = false; /// /// If true, will not show the carry status ("avoid carrying this around"/"in the clear"). /// [DataField] [AutoNetworkedField] public bool HideCarryStatus = false; // End Frontier: turn-in extensions }