using Content.Shared.Storage.EntitySystems;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Item;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Content.Shared.Tools;
using Robust.Shared.GameStates;
using Content.Shared.DoAfter;
using Robust.Shared.Serialization;
namespace Content.Shared.Storage.Components
{
///
/// Logic for a secret slot stash, like plant pot or toilet cistern.
/// Unlike it doesn't have interaction logic or verbs.
/// Other classes like should implement it.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SecretStashSystem))]
public sealed partial class SecretStashComponent : Component
{
///
/// Max item size that can be fitted into secret stash.
///
[DataField("maxItemSize")]
public ProtoId MaxItemSize = "Small";
///
/// If stash has way to open then this will switch between open and closed.
///
[DataField, AutoNetworkedField]
public bool ToggleOpen;
///
/// Prying the door.
///
[DataField]
public float PryDoorTime = 1f;
[DataField]
public ProtoId PryingQuality = "Prying";
///
/// Is stash openable?.
///
[DataField, AutoNetworkedField]
public bool OpenableStash = false;
///
/// IC secret stash name. For example "the toilet cistern".
/// If empty string, will replace it with entity name in init.
///
[DataField]
public string SecretPartName { get; set; } = "";
[DataField, AutoNetworkedField]
public string ExamineStash = "comp-secret-stash-on-examine-found-hidden-item";
///
/// Container used to keep secret stash item.
///
[ViewVariables]
public ContainerSlot ItemContainer = default!;
}
///
/// Simple pry event for prying open a stash door.
///
[Serializable, NetSerializable]
public sealed partial class StashPryDoAfterEvent : SimpleDoAfterEvent
{
}
///
/// Visualizers for handling stash open closed state if stash has door.
///
[Serializable, NetSerializable]
public enum StashVisuals : byte
{
DoorVisualState,
}
[Serializable, NetSerializable]
public enum DoorVisualState : byte
{
DoorOpen,
DoorClosed
}
}