using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Content.Shared.StatusEffect;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared._Shitmed.BodyEffects.Subsystems;
[RegisterComponent]
[AutoGenerateComponentPause]
public sealed partial class RandomStatusActivationComponent : Component
{
///
/// List of status effects to roll while the organ is installed.
///
[DataField(required: true)]
public Dictionary, string> StatusEffects = new();
///
/// How long the status effect should last for.
///
[DataField]
public TimeSpan? Duration;
///
/// What is the minimum time between activations?
///
[DataField]
public TimeSpan MinActivationTime = TimeSpan.FromSeconds(60);
///
/// What is the maximum time between activations?
///
[DataField]
public TimeSpan MaxActivationTime = TimeSpan.FromSeconds(300);
///
/// The next time the organ will activate.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextUpdate;
}