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
}