using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Content.Shared.Roles;
using Robust.Shared.Player;
using Content.Shared.Preferences;
namespace Content.Server.GameTicking.Rules.Components;
///
/// Stores data for .
///
[RegisterComponent, Access(typeof(ThiefRuleSystem))]
public sealed partial class ThiefRuleComponent : Component
{
///
/// Add a Pacified comp to thieves
///
public bool PacifistThieves = true;
///
/// A chance for this mode to be added to the game.
///
[DataField]
public float RuleChance = 1f;
[DataField]
public ProtoId ThiefPrototypeId = "Thief";
public Dictionary StartCandidates = new();
[DataField]
public float MaxObjectiveDifficulty = 2.5f;
[DataField]
public int MaxStealObjectives = 10;
///
/// Things that will be given to thieves
///
[DataField]
public List StarterItems = new List { "ToolboxThief", "ClothingHandsChameleonThief" }; //TO DO - replace to chameleon thieving gloves whem merg
///
/// All Thiefes created by this rule
///
public readonly List ThiefMinds = new();
///
/// Max Thiefs created by rule on roundstart
///
[DataField]
public int MaxAllowThief = 3;
///
/// Sound played when making the player a thief via antag control or ghost role
///
[DataField]
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/thief_greeting.ogg");
}