using Content.Shared.Mobs;
using Content.Shared.FixedPoint;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// Passively damages the entity on a specified interval.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class PassiveDamageComponent : Component
{
///
/// The entitys' states that passive damage will apply in
///
[DataField, AutoNetworkedField]
public List AllowedStates = new();
///
/// Damage / Healing per interval dealt to the entity every interval
///
[DataField, AutoNetworkedField]
public DamageSpecifier Damage = new();
///
/// Delay between damage events in seconds
///
[DataField, AutoNetworkedField]
public TimeSpan Interval = TimeSpan.FromSeconds(1);
///
/// The next time the damage should occur at.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
public TimeSpan NextDamage;
///
/// How long to pause the passive health change after damage has been taken.
///
[DataField, AutoNetworkedField]
public TimeSpan IntervalHaltOnDamageTaken;
}