using Robust.Shared.GameStates;
namespace Content.Shared.Delivery;
///
/// Component given to deliveries.
/// Allows the delivery to be broken.
/// If intact, applies a small multiplier, otherwise substracts it.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(DeliveryModifierSystem))]
public sealed partial class DeliveryFragileComponent : Component
{
///
/// Multiplier to use when the delivery is intact.
///
[DataField]
public float IntactMultiplierOffset = 0.15f;
///
/// Multiplier to use when the delivery is broken.
///
[DataField]
public float BrokenMultiplierOffset = -0.33f;
///
/// Whether this priority has already been broken or not.
///
[DataField, AutoNetworkedField]
public bool Broken;
}