using System.Threading;
using Content.Shared.DeviceLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class EmitterComponent : Component
{
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
///
/// counts the number of consecutive shots fired.
///
[ViewVariables]
public int FireShotCounter;
///
/// The entity that is spawned when the emitter fires.
///
[DataField("boltType", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string BoltType = "EmitterBolt";
[DataField]
public List SelectableTypes = new();
///
/// The current amount of power being used.
///
[DataField("powerUseActive")]
public int PowerUseActive = 600;
///
/// The amount of shots that are fired in a single "burst"
///
[DataField("fireBurstSize")]
public int FireBurstSize = 3;
///
/// The time between each shot during a burst.
///
[DataField("fireInterval")]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
///
/// The current minimum delay between bursts.
///
[DataField("fireBurstDelayMin")]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
///
/// The current maximum delay between bursts.
///
[DataField("fireBurstDelayMax")]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
///
/// The visual state that is set when the emitter is turned on
///
[DataField("onState")]
public string? OnState = "beam";
///
/// The visual state that is set when the emitter doesn't have enough power.
///
[DataField("underpoweredState")]
public string? UnderpoweredState = "underpowered";
///
/// Signal port that turns on the emitter.
///
[DataField("onPort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string OnPort = "On";
///
/// Signal port that turns off the emitter.
///
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string OffPort = "Off";
///
/// Signal port that toggles the emitter on or off.
///
[DataField("togglePort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string TogglePort = "Toggle";
///
/// Map of signal ports to entity prototype IDs of the entity that will be fired.
///
[DataField("setTypePorts", customTypeSerializer: typeof(PrototypeIdDictionarySerializer))]
public Dictionary SetTypePorts = new();
}
[NetSerializable, Serializable]
public enum EmitterVisuals : byte
{
VisualState
}
[Serializable, NetSerializable]
public enum EmitterVisualLayers : byte
{
Lights
}
[NetSerializable, Serializable]
public enum EmitterVisualState
{
On,
Underpowered,
Off
}