using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared._Offbrand.Wounds;
[RegisterComponent, NetworkedComponent]
[Access(typeof(TendingSystem))]
public sealed partial class TendingComponent : Component
{
///
/// Damage specifier to apply when this tends
///
[DataField(readOnly: true)]
public DamageSpecifier? Damage;
///
/// What wounds can be tended
///
[DataField]
public EntityWhitelist? WoundWhitelist;
///
/// What wounds can not be tended
///
[DataField]
public EntityWhitelist? WoundBlacklist;
///
/// How long the doafter takes
///
[DataField]
public float Delay = 1f;
///
/// The time penalty for self-tending wounds
///
[DataField]
public float SelfTendPenaltyModifier = 5f;
[DataField]
public SoundSpecifier? TendingBeginSound;
[DataField]
public SoundSpecifier? TendingEndSound;
[DataField]
public LocId NothingToTend = "tendable-nothing-to-tend";
[DataField]
public LocId NothingToTendRepeat = "tendable-nothing-to-tend-repeat";
[DataField]
public LocId UsedUp = "tendable-used-up";
[DataField]
public LocId SelfPopup = "tendable-self-tending";
[DataField]
public LocId UserPopup = "tendable-user-tending";
[DataField]
public LocId OtherPopup = "tendable-other-tending";
}
[Serializable, NetSerializable]
public sealed partial class TendingDoAfterEvent : SimpleDoAfterEvent;