using Content.Server.GameTicking.Rules;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
///
/// Stores grids created by another gamerule component.
/// With AntagSelection, spawners on these grids can be used for its antags.
///
[RegisterComponent, Access(typeof(RuleGridsSystem))]
public sealed partial class RuleGridsComponent : Component
{
///
/// The map that was loaded.
///
[DataField]
public MapId? Map;
///
/// The grid entities that have been loaded.
///
[DataField]
public List MapGrids = new();
///
/// Whitelist for a spawner to be considered for an antag.
/// All spawners must have SpawnPointComponent regardless to be found.
///
[DataField]
public EntityWhitelist? SpawnerWhitelist;
}