using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Shuttles.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FTLDestinationComponent : Component
{
///
/// Should this destination be restricted in some form from console visibility.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist;
///
/// Is this destination visible but available to be warped to?
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Enabled = true;
///
/// Can we only FTL to beacons on this map.
///
[DataField, AutoNetworkedField]
public bool BeaconsOnly;
///
/// Shuttles must use a corresponding CD to travel to this location.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool RequireCoordinateDisk = false;
}