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; }