using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared._Shitmed.Medical.Surgery.Steps;
[RegisterComponent, NetworkedComponent]
[EntityCategory("SurgerySteps")]
public sealed partial class SurgeryStepComponent : Component
{
[DataField]
public ComponentRegistry? Tool;
[DataField]
public ComponentRegistry? Add;
[DataField]
public ComponentRegistry? BodyAdd;
[DataField]
public ComponentRegistry? Remove;
[DataField]
public ComponentRegistry? BodyRemove;
///
/// These components will be added to the body part's organs' OnAdd field.
/// Each key is the SlotId of the organ to look for.
///
/// Used to make organs add components to whatever body it's residing in.
///
[DataField]
public Dictionary? AddOrganOnAdd;
///
/// These components will be removed from the body part's organs' OnAdd field.
/// Each key is the SlotId of the organ to look for.
///
/// Used to stop organs from adding components to whatever body it's residing in.
///
[DataField]
public Dictionary? RemoveOrganOnAdd;
[DataField]
public float Duration = 2f;
}