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using Content.Shared.Actions;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Actions.Components;
/// <summary>
/// For actions that can use basic upgrades
/// Not all actions should be upgradable
/// Requires <see cref="ActionComponent"/>.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(ActionUpgradeSystem))]
[EntityCategory("Actions")]
public sealed partial class ActionUpgradeComponent : Component
{
/// <summary>
/// Current Level of the action.
/// </summary>
[DataField]
public int Level = 1;
/// <summary>
/// What level(s) effect this action?
/// You can skip levels, so you can have this entity change at level 2 but then won't change again until level 5.
/// </summary>
[DataField]
public Dictionary<int, EntProtoId> EffectedLevels = new();
// TODO: Branching level upgrades
}