using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(SpaceNinjaSystem))]
public sealed partial class NinjaRuleComponent : Component
{
///
/// All ninja minds that are using this rule.
/// Their SpaceNinjaComponent Rule field should point back to this rule.
///
[DataField("minds")]
public List Minds = new();
///
/// List of objective entity prototypes to add
///
[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer))]
public List Objectives = new();
///
/// List of threats that can be called in. Copied onto when gloves are enabled.
///
[DataField("threats", required: true)]
public List Threats = new();
///
/// Sound played when making the player a ninja via antag control or ghost role
///
[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
}