using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// This component is added to entities that you want to damage the player
/// if the player interacts with it. For example, if a player tries touching
/// a hot light bulb or an anomaly. This damage can be cancelled if the user
/// has a component that protects them from this.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class DamageOnAttackedComponent : Component
{
///
/// How much damage to apply to the person making contact
///
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier Damage = default!;
///
/// Whether the damage should be resisted by a person's armor values
/// and the
///
[DataField]
public bool IgnoreResistances = false;
///
/// What kind of localized text should pop up when they interact with the entity
///
[DataField]
public LocId? PopupText;
///
/// The sound that should be made when interacting with the entity
///
[DataField]
public SoundSpecifier InteractSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
///
/// Generic boolean to toggle the damage application on and off
/// This is useful for things that can be toggled on or off, like a stovetop
///
[DataField, AutoNetworkedField]
public bool IsDamageActive = true;
}