using System.Numerics;
using Content.Server.Shuttles.Systems;
using Content.Shared.Damage;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Shuttles.Components
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
[Access(typeof(ThrusterSystem))]
public sealed partial class ThrusterComponent : Component
{
///
/// Whether the thruster has been force to be enabled / disabled (e.g. VV, interaction, etc.)
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled { get; set; } = true;
///
/// This determines whether the thruster is actually enabled for the purposes of thrust
///
public bool IsOn;
// Need to serialize this because RefreshParts isn't called on Init and this will break post-mapinit maps!
[ViewVariables(VVAccess.ReadWrite), DataField("thrust")]
public float Thrust = 100f;
[DataField("thrusterType")]
public ThrusterType Type = ThrusterType.Linear;
[DataField("burnShape")] public List BurnPoly = new()
{
new Vector2(-0.4f, 0.5f),
new Vector2(-0.1f, 1.2f),
new Vector2(0.1f, 1.2f),
new Vector2(0.4f, 0.5f)
};
///
/// How much damage is done per second to anything colliding with our thrust.
///
[DataField("damage")] public DamageSpecifier? Damage = new();
[DataField("requireSpace")]
public bool RequireSpace = true;
// Used for burns
public List Colliding = new();
public bool Firing = false;
///
/// How often thruster deals damage.
///
[DataField]
public TimeSpan FireCooldown = TimeSpan.FromSeconds(2);
///
/// Next time we tick damage for anyone colliding.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextFire = TimeSpan.Zero;
}
public enum ThrusterType
{
Linear,
// Angular meaning rotational.
Angular,
}
}