Accent trait limit (#28046)
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@@ -1,55 +1,63 @@
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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// don't worry about it
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namespace Content.Shared.Traits;
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namespace Content.Shared.Traits
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/// <summary>
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/// Describes a trait.
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/// </summary>
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[Prototype]
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public sealed partial class TraitPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// Describes a trait.
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/// The name of this trait.
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/// </summary>
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[Prototype("trait")]
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public sealed partial class TraitPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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[DataField]
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public LocId Name { get; private set; } = string.Empty;
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/// <summary>
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/// The name of this trait.
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/// </summary>
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[DataField("name")]
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public string Name { get; private set; } = "";
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/// <summary>
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/// The description of this trait.
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/// </summary>
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[DataField]
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public LocId? Description { get; private set; }
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/// <summary>
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/// The description of this trait.
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/// </summary>
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[DataField("description")]
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public string? Description { get; private set; }
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/// <summary>
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/// Don't apply this trait to entities this whitelist IS NOT valid for.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Don't apply this trait to entities this whitelist IS NOT valid for.
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/// </summary>
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Don't apply this trait to entities this whitelist IS valid for. (hence, a blacklist)
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// Don't apply this trait to entities this whitelist IS valid for. (hence, a blacklist)
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/// </summary>
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[DataField("blacklist")]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// The components that get added to the player, when they pick this trait.
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/// </summary>
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[DataField]
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public ComponentRegistry Components { get; private set; } = default!;
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/// <summary>
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/// The components that get added to the player, when they pick this trait.
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/// </summary>
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[DataField("components")]
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public ComponentRegistry Components { get; private set; } = default!;
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/// <summary>
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/// Gear that is given to the player, when they pick this trait.
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/// </summary>
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[DataField]
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public EntProtoId? TraitGear;
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/// <summary>
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/// Gear that is given to the player, when they pick this trait.
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/// </summary>
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[DataField("traitGear", required: false, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? TraitGear;
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}
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/// <summary>
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/// Trait Price. If negative number, points will be added.
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/// </summary>
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[DataField]
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public int Cost = 0;
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/// <summary>
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/// Adds a trait to a category, allowing you to limit the selection of some traits to the settings of that category.
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/// </summary>
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[DataField]
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public ProtoId<TraitCategoryPrototype>? Category;
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}
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