using System.Threading;
using Content.Shared.Damage;
using Content.Shared.Sound;
namespace Content.Server.Mining.Components
{
///
/// When interacting with an allows it to spawn entities.
///
[RegisterComponent]
public sealed class PickaxeComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sound")]
public SoundSpecifier MiningSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Mining/pickaxe.ogg");
[ViewVariables(VVAccess.ReadWrite)]
[DataField("timeMultiplier")]
public float MiningTimeMultiplier { get; set; } = 1f;
///
/// What damage should be given to objects when
/// mined using a pickaxe?
///
[DataField("damage", required: true)]
public DamageSpecifier Damage { get; set; } = default!;
///
/// How many entities can this pickaxe mine at once?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxEntities")]
public int MaxMiningEntities = 1;
[ViewVariables]
public readonly Dictionary MiningEntities = new();
}
}