using Robust.Shared.Prototypes; namespace Content.Shared.Access { /// /// Defines a single access level that can be stored on ID cards and checked for. /// [Prototype] public sealed partial class AccessLevelPrototype : IPrototype { [ViewVariables] [IdDataField] public string ID { get; private set; } = default!; /// /// The player-visible name of the access level, in the ID card console and such. /// [DataField] public string? Name { get; set; } /// /// Denotes whether this access level is intended to be assignable to a crew ID card. /// [DataField] public bool CanAddToIdCard = true; public string GetAccessLevelName() { if (Name is { } name) return Loc.GetString(name); return ID; } } }