#nullable enable using System; using System.Collections.Generic; using System.Linq; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Suspicion { public abstract class SharedSuspicionRoleComponent : Component { public sealed override string Name => "SuspicionRole"; public sealed override uint? NetID => ContentNetIDs.SUSPICION_ROLE; } [Serializable, NetSerializable] public class SuspicionRoleComponentState : ComponentState { public readonly string? Role; public readonly bool? Antagonist; public readonly (string name, EntityUid)[] Allies; public SuspicionRoleComponentState(string? role, bool? antagonist, (string name, EntityUid)[] allies) : base(ContentNetIDs.SUSPICION_ROLE) { Role = role; Antagonist = antagonist; Allies = allies; } } }