using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Teleportation.Components;
///
/// Marks an entity as being a 'portal' which teleports entities sent through it to linked entities.
/// Relies on being set up.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PortalComponent : Component
{
///
/// Sound played on arriving to this portal, centered on the destination.
/// The arrival sound of the entered portal will play if the destination is not a portal.
///
[DataField("arrivalSound")]
public SoundSpecifier ArrivalSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
///
/// Sound played on departing from this portal, centered on the original portal.
///
[DataField("departureSound")]
public SoundSpecifier DepartureSound = new SoundPathSpecifier("/Audio/Effects/teleport_departure.ogg");
///
/// If no portals are linked, the subject will be teleported a random distance at maximum this far away.
///
[DataField("maxRandomRadius")]
public float MaxRandomRadius = 7.0f;
///
/// If false, this portal will fail to teleport and fizzle out if attempting to send an entity to a different map
///
///
/// Shouldn't be able to teleport people to centcomm or the eshuttle from the station
///
[DataField("canTeleportToOtherMaps"), ViewVariables(VVAccess.ReadWrite)]
public bool CanTeleportToOtherMaps = false;
///
/// Maximum distance that portals can teleport to, in all cases. Mostly this matters for linked portals.
/// Null means no restriction on distance.
///
///
/// Obviously this should strictly be larger than (or null)
///
[DataField("maxTeleportRadius")]
public float? MaxTeleportRadius;
///
/// Should we teleport randomly if nothing is linked.
///
[DataField, AutoNetworkedField]
public bool RandomTeleport = true;
}