using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Body.Metabolism
{
///
/// Handles metabolizing various reagents with given effects.
///
[RegisterComponent]
public class MetabolizerComponent : Component
{
public override string Name => "Metabolizer";
public float AccumulatedFrametime = 0.0f;
///
/// How often to metabolize reagents, in seconds.
///
///
[DataField("updateFrequency")]
public float UpdateFrequency = 1.0f;
///
/// From which solution will this metabolizer attempt to metabolize chemicals in its parent bodies' bloodstream,
/// as opposed to a solution container on the metabolizing entity itself.
///
[DataField("solution")]
public string SolutionName { get; set; } = SharedBloodstreamComponent.DefaultSolutionName;
///
/// A dictionary mapping reagent string IDs to a list of effects & associated metabolism rate.
///
///
[DataField("metabolisms", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer))]
public Dictionary Metabolisms = default!;
}
[DataDefinition]
public class ReagentEffectsEntry
{
///
/// Amount of reagent to metabolize, per metabolism cycle.
///
[DataField("metabolismRate")]
public FixedPoint2 MetabolismRate = FixedPoint2.New(1.0f);
///
/// A list of effects to apply when these reagents are metabolized.
///
[DataField("effects", required: true)]
public ReagentEffect[] Effects = default!;
}
}