using Content.Shared.Alert;
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Ninja.Components;
///
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSpaceNinjaSystem))]
public sealed partial class SpaceNinjaComponent : Component
{
///
/// Currently worn suit
///
[DataField, AutoNetworkedField]
public EntityUid? Suit;
///
/// Currently worn gloves, if enabled.
///
[DataField, AutoNetworkedField]
public EntityUid? Gloves;
///
/// Bound katana, set once picked up and never removed
///
[DataField, AutoNetworkedField]
public EntityUid? Katana;
///
/// Objective to complete after calling in a threat.
///
[DataField]
public EntProtoId TerrorObjective = "TerrorObjective";
///
/// Objective to complete after setting everyone to arrest.
///
[DataField]
public EntProtoId MassArrestObjective = "MassArrestObjective";
///
/// Objective to complete after the spider charge detonates.
///
[DataField]
public EntProtoId SpiderChargeObjective = "SpiderChargeObjective";
///
/// Alert to show for suit power.
///
[DataField]
public ProtoId SuitPowerAlert = "SuitPower";
}