using Content.Shared.Mobs;
using Content.Shared.FixedPoint;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// Passively damages the entity on a specified interval.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PassiveDamageComponent : Component
{
///
/// The entitys' states that passive damage will apply in
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List AllowedStates = new();
///
/// Damage / Healing per interval dealt to the entity every interval
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new();
///
/// Delay between damage events in seconds
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float Interval = 1f;
///
/// The maximum HP the damage will be given to. If 0, disabled.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 DamageCap = 0;
[DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan NextDamage = TimeSpan.Zero;
}