using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Actions;
// For actions that can use basic upgrades
// Not all actions should be upgradable
[RegisterComponent, NetworkedComponent, Access(typeof(ActionUpgradeSystem))]
public sealed partial class ActionUpgradeComponent : Component
{
///
/// Current Level of the action.
///
public int Level = 1;
///
/// What level(s) effect this action?
/// You can skip levels, so you can have this entity change at level 2 but then won't change again until level 5.
///
[DataField("effectedLevels"), ViewVariables]
public Dictionary EffectedLevels = new();
// TODO: Branching level upgrades
}