using System.Threading;
using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Gatherable.Components
{
///
/// When interacting with an allows it to spawn entities.
///
[RegisterComponent]
public sealed class GatheringToolComponent : Component
{
///
/// Sound that is made once you completed gathering
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sound")]
public SoundSpecifier GatheringSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Mining/pickaxe.ogg");
///
/// This directly plugs into the time delay for gathering.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("gatheringTime")]
public float GatheringTime { get; set; } = 1f;
///
/// What damage should be given to objects when
/// gathered using this tool? (0 for infinite gathering)
///
[DataField("damage", required: true)]
public DamageSpecifier Damage { get; set; } = default!;
///
/// How many entities can this tool gather from at once?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxEntities")]
public int MaxGatheringEntities = 1;
[ViewVariables]
public readonly Dictionary GatheringEntities = new();
}
}