using System;
using Content.Shared.Inventory;
using Content.Shared.Medical.SuitSensor;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Medical.SuitSensors
{
///
/// Tracking device, embedded in almost all uniforms and jumpsuits.
/// If enabled, will report to crew monitoring console owners position and status.
///
[RegisterComponent]
[Friend(typeof(SuitSensorSystem))]
[ComponentProtoName("SuitSensor")]
public sealed class SuitSensorComponent : Component
{
///
/// Choose a random sensor mode when item is spawned.
///
[DataField("randomMode")]
public bool RandomMode = true;
///
/// If true user can't change suit sensor mode
///
[DataField("controlsLocked")]
public bool ControlsLocked = false;
///
/// Current sensor mode. Can be switched by user verbs.
///
[DataField("mode")]
public SuitSensorMode Mode = SuitSensorMode.SensorOff;
///
/// Activate sensor if user wear it in this slot.
///
[DataField("activationSlot")]
public string ActivationSlot = "jumpsuit";
///
/// How often does sensor update its owners status (in seconds).
///
[DataField("updateRate")]
public float UpdateRate = 2f;
///
/// Current user that wears suit sensor. Null if nobody wearing it.
///
public EntityUid? User = null;
///
/// Last time when sensor updated owners status
///
public TimeSpan LastUpdate = TimeSpan.Zero;
}
}