using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Disposal.Components;
[NetworkedComponent]
public abstract class SharedDisposalUnitComponent : Component
{
public const string ContainerId = "disposals";
///
/// Sounds played upon the unit flushing.
///
[ViewVariables(VVAccess.ReadWrite), DataField("soundFlush")]
public SoundSpecifier? FlushSound = new SoundPathSpecifier("/Audio/Machines/disposalflush.ogg");
///
/// State for this disposals unit.
///
[DataField("state")]
public DisposalsPressureState State;
// TODO: Just make this use vaulting.
///
/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
///
[ViewVariables, DataField("recentlyEjected")]
public readonly List RecentlyEjected = new();
///
/// Next time the disposal unit will be pressurized.
///
[DataField("nextPressurized", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextPressurized = TimeSpan.Zero;
///
/// How long it takes to flush a disposals unit manually.
///
[DataField("flushTime")]
public TimeSpan ManualFlushTime = TimeSpan.FromSeconds(2);
///
/// How long it takes from the start of a flush animation to return the sprite to normal.
///
[DataField("flushDelay")]
public TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
[DataField("mobsCanEnter")]
public bool MobsCanEnter = true;
///
/// Removes the pressure requirement for flushing.
///
[DataField("disablePressure"), ViewVariables(VVAccess.ReadWrite)]
public bool DisablePressure = false;
///
/// Last time that an entity tried to exit this disposal unit.
///
[ViewVariables]
public TimeSpan LastExitAttempt;
[DataField("autoEngageEnabled")]
public bool AutomaticEngage = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("autoEngageTime")]
public TimeSpan AutomaticEngageTime = TimeSpan.FromSeconds(30);
///
/// Delay from trying to enter disposals ourselves.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("entryDelay")]
public float EntryDelay = 0.5f;
///
/// Delay from trying to shove someone else into disposals.
///
[ViewVariables(VVAccess.ReadWrite)]
public float DraggedEntryDelay = 0.5f;
///
/// Container of entities inside this disposal unit.
///
[ViewVariables] public Container Container = default!;
// TODO: Network power shit instead fam.
[ViewVariables, DataField("powered")]
public bool Powered;
///
/// Was the disposals unit engaged for a manual flush.
///
[ViewVariables(VVAccess.ReadWrite), DataField("engaged")]
public bool Engaged;
///
/// Next time this unit will flush. Is the lesser of and
///
[ViewVariables, DataField("nextFlush", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan? NextFlush;
[Serializable, NetSerializable]
public enum Visuals : byte
{
VisualState,
Handle,
Light
}
[Serializable, NetSerializable]
public enum VisualState : byte
{
UnAnchored,
Anchored,
Flushing,
Charging
}
[Serializable, NetSerializable]
public enum HandleState : byte
{
Normal,
Engaged
}
[Serializable, NetSerializable]
[Flags]
public enum LightStates : byte
{
Off = 0,
Charging = 1 << 0,
Full = 1 << 1,
Ready = 1 << 2
}
[Serializable, NetSerializable]
public enum UiButton : byte
{
Eject,
Engage,
Power
}
[Serializable, NetSerializable]
public sealed class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable
{
public readonly string UnitName;
public readonly string UnitState;
public readonly TimeSpan FullPressureTime;
public readonly bool Powered;
public readonly bool Engaged;
public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
bool engaged)
{
UnitName = unitName;
UnitState = unitState;
FullPressureTime = fullPressureTime;
Powered = powered;
Engaged = engaged;
}
public bool Equals(DisposalUnitBoundUserInterfaceState? other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return UnitName == other.UnitName &&
UnitState == other.UnitState &&
Powered == other.Powered &&
Engaged == other.Engaged &&
FullPressureTime.Equals(other.FullPressureTime);
}
}
///
/// Message data sent from client to server when a disposal unit ui button is pressed.
///
[Serializable, NetSerializable]
public sealed class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
[Serializable, NetSerializable]
public enum DisposalUnitUiKey : byte
{
Key
}
}
[Serializable, NetSerializable]
public enum DisposalsPressureState : byte
{
Ready,
///
/// Has been flushed recently within FlushDelay.
///
Flushed,
///
/// FlushDelay has elapsed and now we're transitioning back to Ready.
///
Pressurizing
}