using Content.Shared.Movement.Pulling.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Movement.Pulling.Components;
///
/// Specifies an entity as being able to pull another entity with
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(PullingSystem))]
public sealed partial class PullerComponent : Component
{
// My raiding guild
///
/// Next time the puller can throw what is being pulled.
/// Used to avoid spamming it for infinite spin + velocity.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan NextThrow;
[DataField]
public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(1);
// Before changing how this is updated, please see SharedPullerSystem.RefreshMovementSpeed
public float WalkSpeedModifier => Pulling == default ? 1.0f : 0.95f;
public float SprintSpeedModifier => Pulling == default ? 1.0f : 0.95f;
///
/// Entity currently being pulled if applicable.
///
[AutoNetworkedField, DataField]
public EntityUid? Pulling;
///
/// Does this entity need hands to be able to pull something?
///
[DataField]
public bool NeedsHands = true;
}