using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
namespace Content.Shared.Traits;
///
/// Describes a trait.
///
[Prototype]
public sealed partial class TraitPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
///
/// The name of this trait.
///
[DataField]
public LocId Name { get; private set; } = string.Empty;
///
/// The description of this trait.
///
[DataField]
public LocId? Description { get; private set; }
///
/// Don't apply this trait to entities this whitelist IS NOT valid for.
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// Don't apply this trait to entities this whitelist IS valid for. (hence, a blacklist)
///
[DataField]
public EntityWhitelist? Blacklist;
///
/// The components that get added to the player, when they pick this trait.
///
[DataField]
public ComponentRegistry Components { get; private set; } = default!;
///
/// Gear that is given to the player, when they pick this trait.
///
[DataField]
public EntProtoId? TraitGear;
///
/// Trait Price. If negative number, points will be added.
///
[DataField]
public int Cost = 0;
///
/// Adds a trait to a category, allowing you to limit the selection of some traits to the settings of that category.
///
[DataField]
public ProtoId? Category;
}