using Content.Server.Objectives.Systems;
using Content.Shared.Objectives;
using Robust.Shared.Prototypes;
namespace Content.Server.Objectives.Components;
///
/// Requires that you steal a certain item (or several)
///
[RegisterComponent, Access(typeof(StealConditionSystem))]
public sealed partial class StealConditionComponent : Component
{
///
/// A group of items to be stolen
///
[DataField(required: true)]
public ProtoId StealGroup;
///
/// When enabled, disables generation of this target if there is no entity on the map (disable for objects that can be created mid-round).
///
[DataField]
public bool VerifyMapExistence = true;
///
/// If the target may be alive but has died, it will not be counted
///
[DataField]
public bool CheckAlive = false;
///
/// The minimum number of items you need to steal to fulfill a objective
///
[DataField]
public int MinCollectionSize = 1;
///
/// The maximum number of items you need to steal to fulfill a objective
///
[DataField]
public int MaxCollectionSize = 1;
///
/// Target collection size after calculation
///
[DataField]
public int CollectionSize;
///
/// Help newer players by saying e.g. "steal the chief engineer's advanced magboots"
/// instead of "steal advanced magboots. Should be a loc string.
///
[DataField("owner")]
public string? OwnerText;
// All this need to be loc string
[DataField(required: true)]
public LocId ObjectiveText;
[DataField(required: true)]
public LocId ObjectiveNoOwnerText;
[DataField(required: true)]
public LocId DescriptionText;
[DataField(required: true)]
public LocId DescriptionMultiplyText;
}