using Content.Shared.Access;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Turrets;
///
/// Attached to entities to provide them with turret target selection data.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(TurretTargetSettingsSystem))]
public sealed partial class TurretTargetSettingsComponent : Component
{
///
/// Crew with one or more access levels from this list are exempt from being targeted by turrets.
///
[DataField, AutoNetworkedField]
public HashSet> ExemptAccessLevels = new();
}