using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Cabinet;
///
/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
///
[RegisterComponent, NetworkedComponent]
public sealed class ItemCabinetComponent : Component
{
///
/// Sound to be played when the cabinet door is opened.
///
[DataField("doorSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? DoorSound;
///
/// The that stores the actual item. The entity whitelist, sounds, and other
/// behaviours are specified by this definition.
///
[DataField("cabinetSlot"), ViewVariables]
public ItemSlot CabinetSlot = new();
///
/// Whether the cabinet is currently open or not.
///
[DataField("opened")]
public bool Opened;
///
/// The state for when the cabinet is open
///
[DataField("openState"), ViewVariables(VVAccess.ReadWrite)]
public string? OpenState;
///
/// The state for when the cabinet is closed
///
[DataField("closedState"), ViewVariables(VVAccess.ReadWrite)]
public string? ClosedState;
}
[Serializable, NetSerializable]
public sealed class ItemCabinetComponentState : ComponentState
{
public SoundSpecifier? DoorSound;
public bool Opened;
public string? OpenState;
public string? ClosedState;
public ItemCabinetComponentState(SoundSpecifier? doorSound, bool opened, string? openState, string? closedState)
{
DoorSound = doorSound;
Opened = opened;
OpenState = openState;
ClosedState = closedState;
}
}