using Content.Server.GameTicking.Rules.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.GenericAntag;
///
/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
///
///
/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
///
[RegisterComponent, Access(typeof(GenericAntagSystem))]
public sealed partial class GenericAntagComponent : Component
{
///
/// Gamerule to start when a mind is added.
/// This must have or it will not work.
///
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public EntProtoId Rule = string.Empty;
///
/// The rule that's been spawned.
/// Used to prevent spawning multiple rules.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? RuleEntity;
}