using Content.Shared.Damage;
using Content.Shared.Tools;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Repairable;
///
/// Use this component to mark a device as repairable.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial 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.
///
[DataField, AutoNetworkedField]
public DamageSpecifier? Damage;
///
/// Cost of fuel used to repair this device.
///
[DataField, AutoNetworkedField]
public int FuelCost = 5;
///
/// Tool quality necessary to repair this device.
///
[DataField, AutoNetworkedField]
public ProtoId QualityNeeded = "Welding";
///
/// The base tool use delay (seconds). This will be modified by the tool's quality
///
[DataField, AutoNetworkedField]
public int DoAfterDelay = 1;
///
/// A multiplier that will be applied to the above if an entity is repairing themselves.
///
[DataField, AutoNetworkedField]
public float SelfRepairPenalty = 3f;
///
/// Whether an entity is allowed to repair itself.
///
[DataField, AutoNetworkedField]
public bool AllowSelfRepair = true;
}