using Content.Shared.Damage;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Climbing.Components;
///
/// Glass tables shatter and stun you when climbed on.
/// This is a really entity-specific behavior, so opted to make it
/// not very generalized with regards to naming.
///
[RegisterComponent, Friend(typeof(ClimbSystem))]
public sealed class GlassTableComponent : Component
{
///
/// How much damage should be given to the climber?
///
[DataField("climberDamage")]
public DamageSpecifier ClimberDamage = default!;
///
/// How much damage should be given to the table when climbed on?
///
[DataField("tableDamage")]
public DamageSpecifier TableDamage = default!;
///
/// How much mass should be needed to break the table?
///
[DataField("tableMassLimit")]
public float MassLimit;
///
/// How long should someone who climbs on this table be stunned for?
///
public float StunTime = 5.0f;
}