using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Fluids;
///
/// For entities that can clean up puddles
///
[RegisterComponent, NetworkedComponent]
public sealed class AbsorbentComponent : Component
{
// TODO: Predicted solutions my beloved.
public float Progress;
public const string SolutionName = "absorbed";
[DataField("pickupAmount")]
public FixedPoint2 PickupAmount = FixedPoint2.New(10);
///
/// When using this tool on an empty floor tile, leave this much reagent as a new puddle.
///
[DataField("residueAmount")]
public FixedPoint2 ResidueAmount = FixedPoint2.New(10); // Should be higher than MopLowerLimit
///
/// To leave behind a wet floor, this tool will be unable to take from puddles with a volume less than this
/// amount. This limit is ignored if the target puddle does not evaporate.
///
[DataField("lowerLimit")]
public FixedPoint2 LowerLimit = FixedPoint2.New(5);
[DataField("pickupSound")]
public SoundSpecifier PickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
[DataField("transferSound")]
public SoundSpecifier TransferSound = new SoundPathSpecifier("/Audio/Effects/Fluids/watersplash.ogg");
///
/// Quantity of reagent that this mop can pick up per second. Determines the length of the do-after.
///
[DataField("speed")] public float Speed = 10;
///
/// How many entities can this tool interact with at once?
///
[DataField("maxEntities")]
public int MaxInteractingEntities = 1;
///
/// What entities is this tool interacting with right now?
///
[ViewVariables]
public HashSet InteractingEntities = new();
}