using Content.Shared.Doors.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Doors.Components;
///
/// Companion component to DoorComponent that handles bolt-specific behavior.
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedDoorSystem))]
[AutoGenerateComponentState]
public sealed partial class DoorBoltComponent : Component
{
///
/// Sound to play when the bolts on the airlock go up.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BoltUpSound = new SoundPathSpecifier("/Audio/Machines/boltsup.ogg");
///
/// Sound to play when the bolts on the airlock go down.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BoltDownSound = new SoundPathSpecifier("/Audio/Machines/boltsdown.ogg");
///
/// Whether the door bolts are currently deployed.
///
[DataField, AutoNetworkedField]
public bool BoltsDown;
///
/// Whether the bolt lights are currently enabled.
///
[DataField, AutoNetworkedField]
public bool BoltLightsEnabled = true;
///
/// True if the bolt wire is cut, which will force the airlock to always be bolted as long as it has power.
///
[DataField, AutoNetworkedField]
public bool BoltWireCut;
///
/// Used for prediction. true if the door has power.
///
[DataField, AutoNetworkedField]
public bool Powered;
}