using Content.Shared.Physics;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class ContainmentFieldGeneratorComponent : Component
{
private int _powerBuffer;
///
/// Store power with a cap. Decrease over time if not being powered from source.
///
[DataField("powerBuffer")]
public int PowerBuffer
{
get => _powerBuffer;
set => _powerBuffer = Math.Clamp(value, 0, 25); //have this decrease over time if not hit by a bolt
}
///
/// The minimum the field generator needs to start generating a connection
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerMinimum")]
public int PowerMinimum = 6;
///
/// How much power should this field generator receive from a collision
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("power")]
public int PowerReceived = 3;
///
/// How much power should this field generator lose if not powered?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerLoss")]
public int PowerLoss = 2;
///
/// Used to check if it's received power recently.
///
[DataField("accumulator")]
public float Accumulator;
///
/// How many seconds should the generators wait before losing power?
///
[DataField("threshold")]
public float Threshold = 20f;
///
/// How many tiles should this field check before giving up?
///
[DataField("maxLength")]
public float MaxLength = 8F;
///
/// What collision should power this generator?
/// It really shouldn't be anything but an emitter bolt but it's here for fun.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("idTag", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string IDTag = "EmitterBolt";
///
/// Which fixture ID should test collision with from the entity that powers the generator?
/// Prevents the generator from being powered by fly-by fixtures.
///
[DataField]
public string SourceFixtureId = "projectile";
///
/// Is the generator toggled on?
///
[ViewVariables]
public bool Enabled;
///
/// Is this generator connected to fields?
///
[ViewVariables(VVAccess.ReadWrite)]
public bool IsConnected;
///
/// The masks the raycast should not go through
///
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.Impassable | CollisionGroup.MachineMask | CollisionGroup.Opaque);
///
/// A collection of connections that the generator has based on direction.
/// Stores a list of fields connected between generators in this direction.
///
[ViewVariables]
public Dictionary, List)> Connections = new();
///
/// What fields should this spawn?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("createdField", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string CreatedField = "ContainmentField";
}
[Serializable, NetSerializable]
public enum ContainmentFieldGeneratorVisuals : byte
{
PowerLight,
FieldLight,
OnLight,
}
[Serializable, NetSerializable]
public enum PowerLevelVisuals : byte
{
NoPower,
LowPower,
MediumPower,
HighPower,
}
[Serializable, NetSerializable]
public enum FieldLevelVisuals : byte
{
NoLevel,
On,
OneField,
MultipleFields,
}