using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
///
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment and the game rule.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSpaceNinjaSystem))]
public sealed partial class SpaceNinjaComponent : Component
{
///
/// The ninja game rule that spawned this ninja.
///
[DataField("rule")]
public EntityUid? Rule;
///
/// Currently worn suit
///
[DataField("suit"), AutoNetworkedField]
public EntityUid? Suit;
///
/// Currently worn gloves
///
[DataField("gloves"), AutoNetworkedField]
public EntityUid? Gloves;
///
/// Bound katana, set once picked up and never removed
///
[DataField("katana"), AutoNetworkedField]
public EntityUid? Katana;
}