using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.KillTome;
///
/// Paper with that component is KillTome.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class KillTomeComponent : Component
{
///
/// if delay is not specified, it will use this default value
///
[DataField, AutoNetworkedField]
public TimeSpan DefaultKillDelay = TimeSpan.FromSeconds(40);
///
/// Damage specifier that will be used to kill the target.
///
[DataField, AutoNetworkedField]
public DamageSpecifier Damage = new()
{
DamageDict = new Dictionary
{
{ "Blunt", 200 }
}
};
///
/// to keep a track of already killed people so they won't be killed again
///
[DataField]
public HashSet KilledEntities = [];
}