using Content.Shared.DeviceLinking;
using Content.Shared.Light.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Light.Components
{
///
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause, Access(typeof(SharedPoweredLightSystem))]
public sealed partial class PoweredLightComponent : Component
{
/*
* Stop adding more fields, use components or I will shed you.
*/
[DataField]
public SoundSpecifier BurnHandSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
[DataField]
public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Machines/light_tube_on.ogg");
// Should be using containerfill?
[DataField]
public EntProtoId? HasLampOnSpawn = null;
[DataField("bulb")]
public LightBulbType BulbType;
[DataField, AutoNetworkedField]
public bool On = true;
[DataField]
public bool IgnoreGhostsBoo;
[DataField]
public TimeSpan GhostBlinkingTime = TimeSpan.FromSeconds(10);
[DataField]
public TimeSpan GhostBlinkingCooldown = TimeSpan.FromSeconds(60);
[ViewVariables]
public ContainerSlot LightBulbContainer = default!;
[AutoNetworkedField]
public bool CurrentLit;
[DataField, AutoNetworkedField]
public bool IsBlinking;
[DataField, AutoNetworkedField, AutoPausedField]
public TimeSpan LastThunk;
[DataField, AutoPausedField]
public TimeSpan? LastGhostBlink;
[DataField]
public ProtoId OnPort = "On";
[DataField]
public ProtoId OffPort = "Off";
[DataField]
public ProtoId TogglePort = "Toggle";
///
/// How long it takes to eject a bulb from this
///
[DataField]
public float EjectBulbDelay = 2;
///
/// Shock damage done to a mob that hits the light with an unarmed attack
///
[DataField]
public int UnarmedHitShock = 20;
///
/// Stun duration applied to a mob that hits the light with an unarmed attack
///
[DataField]
public TimeSpan UnarmedHitStun = TimeSpan.FromSeconds(5);
}
}