using Content.Shared.Roles;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.GameTicking.Rules.Components;
///
/// Component for the RevolutionaryRuleSystem that stores info about winning/losing, player counts required for starting, as well as prototypes for Revolutionaries and their gear.
///
[RegisterComponent, Access(typeof(RevolutionaryRuleSystem))]
public sealed partial class RevolutionaryRuleComponent : Component
{
///
/// When the round will if all the command are dead (Incase they are in space)
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan CommandCheck;
///
/// The amount of time between each check for command check.
///
[DataField]
public TimeSpan TimerWait = TimeSpan.FromSeconds(20);
///
/// The time it takes after the last head is killed for the shuttle to arrive.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ShuttleCallTime = TimeSpan.FromMinutes(5);
}