using Robust.Shared.Prototypes;
namespace Content.Shared.Access
{
///
/// Defines a single access level that can be stored on ID cards and checked for.
///
[Prototype("accessLevel")]
public sealed partial class AccessLevelPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
///
/// The player-visible name of the access level, in the ID card console and such.
///
[DataField("name")]
public string? Name { get; set; }
public string GetAccessLevelName()
{
if (Name is { } name)
return Loc.GetString(name);
return ID;
}
}
}