using Content.Shared.Damage;
using Content.Shared.Tools;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.ViewVariables;
namespace Content.Server.Repairable
{
[RegisterComponent]
public sealed class RepairableComponent : Component
{
///
/// All the damage to change information is stored in this .
///
///
/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
/// in order to heal/repair the damage values have to be negative.
///
[ViewVariables(VVAccess.ReadWrite)] [DataField("damage")]
public DamageSpecifier? Damage;
[ViewVariables(VVAccess.ReadWrite)] [DataField("fuelCost")]
public int FuelCost = 5;
[ViewVariables(VVAccess.ReadWrite)] [DataField("qualityNeeded", customTypeSerializer:typeof(PrototypeIdSerializer))]
public string QualityNeeded = "Welding";
[ViewVariables(VVAccess.ReadWrite)] [DataField("doAfterDelay")]
public int DoAfterDelay = 1;
}
}