using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Medical.Healing;
///
/// Applies a damage change to the target when used in an interaction.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class HealingComponent : Component
{
///
/// The amount of damage to heal per use.
///
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier Damage = default!;
///
/// This should generally be negative,
/// since you're, like, trying to heal damage.
///
[DataField, AutoNetworkedField]
public float BloodlossModifier = 0.0f;
///
/// Restore missing blood.
///
[DataField, AutoNetworkedField]
public float ModifyBloodLevel = 0.0f;
///
/// The supported damage types are specified using a s. For a
/// HealingComponent this filters what damage container type this component should work on. If null,
/// all damage container types are supported.
///
[DataField, AutoNetworkedField]
public List>? DamageContainers;
///
/// How long it takes to apply the damage.
///
[DataField, AutoNetworkedField]
public TimeSpan Delay = TimeSpan.FromSeconds(3f);
///
/// Delay multiplier when healing yourself.
///
[DataField, AutoNetworkedField]
public float SelfHealPenaltyMultiplier = 3f;
///
/// Sound played on healing begin.
///
[DataField]
public SoundSpecifier? HealingBeginSound = null;
///
/// Sound played on healing end.
///
[DataField]
public SoundSpecifier? HealingEndSound = null;
}