using Content.Server.NPC.Systems;
namespace Content.Server.NPC.Components;
///
/// Entities with this component will retaliate against those who physically attack them.
/// It has an optional "memory" specification wherein it will only attack those entities for a specified length of time.
///
[RegisterComponent, Access(typeof(NPCRetaliationSystem))]
public sealed partial class NPCRetaliationComponent : Component
{
///
/// How long after being attacked will an NPC continue to be aggressive to the attacker for.
///
[DataField("attackMemoryLength"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan? AttackMemoryLength;
///
/// A dictionary that stores an entity and the time at which they will no longer be considered hostile.
///
/// todo: this needs to support timeoffsetserializer at some point
[DataField("attackMemories")]
public Dictionary AttackMemories = new();
}