using Content.Shared.Roles;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Contraband;
///
/// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine.
///
[RegisterComponent, NetworkedComponent, Access(typeof(ContrabandSystem)), AutoGenerateComponentState]
public sealed partial class ContrabandComponent : Component
{
///
/// The degree of contraband severity this item is considered to have.
///
[DataField]
[AutoNetworkedField]
public ProtoId Severity = "Restricted";
///
/// Which departments is this item restricted to?
/// By default, command and sec are assumed to be fine with contraband.
/// If null, no departments are allowed to use this.
///
[DataField]
[AutoNetworkedField]
public HashSet> AllowedDepartments = new();
///
/// Which jobs is this item restricted to?
/// If empty, no jobs are allowed to use this beyond the allowed departments.
///
[DataField]
[AutoNetworkedField]
public HashSet> AllowedJobs = new();
}