37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Content.Shared._NF.Roles.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared.Roles;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._NF.Roles.Components;
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/// <summary>
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/// This denotes an entity with a job.
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/// As opposed to MindRoleComponent, which is for OOC role tracking (by player)
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/// This can be used for IC role tracking (by in-game character)
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedJobTrackingSystem), typeof(SharedGameTicker))]
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public sealed partial class JobTrackingComponent : Component
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{
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/// <summary>
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/// The station this entity spawned in on.
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/// If they enter cryo, a slot will be reopened if there are fewer open slots than there are empty default slots.
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/// </summary>
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[DataField(serverOnly: true)]
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public EntityUid SpawnStation;
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/// <summary>
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/// The job this entity holds. See above.
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/// </summary>
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[DataField, AutoNetworkedField]
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public ProtoId<JobPrototype>? Job;
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/// <summary>
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/// If true, this entity is holding an active job slot.
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/// </summary>
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[DataField(serverOnly: true)]
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public bool Active;
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}
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