using System.Threading;
using Content.Shared.DeviceLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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, AutoNetworkedField]
public EntProtoId BoltType = "EmitterBolt";
[DataField]
public List SelectableTypes = new();
///
/// The current amount of power being used.
///
[DataField]
public int PowerUseActive = 600;
///
/// The amount of shots that are fired in a single "burst"
///
[DataField]
public int FireBurstSize = 3;
///
/// The time between each shot during a burst.
///
[DataField]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
///
/// The current minimum delay between bursts.
///
[DataField]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
///
/// The current maximum delay between bursts.
///
[DataField]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
///
/// The visual state that is set when the emitter is turned on
///
[DataField]
public string? OnState = "beam";
///
/// The visual state that is set when the emitter doesn't have enough power.
///
[DataField]
public string? UnderpoweredState = "underpowered";
///
/// Signal port that turns on the emitter.
///
[DataField]
public ProtoId OnPort = "On";
///
/// Signal port that turns off the emitter.
///
[DataField]
public ProtoId OffPort = "Off";
///
/// Signal port that toggles the emitter on or off.
///
[DataField]
public ProtoId TogglePort = "Toggle";
///
/// Map of signal ports to entity prototype IDs of the entity that will be fired.
///
[DataField]
public Dictionary, EntProtoId> SetTypePorts = new();
}
[NetSerializable, Serializable]
public enum EmitterVisuals : byte
{
VisualState
}
[Serializable, NetSerializable]
public enum EmitterVisualLayers : byte
{
Lights
}
[NetSerializable, Serializable]
public enum EmitterVisualState
{
On,
Underpowered,
Off
}