using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Delivery;
///
/// Component given to deliveries.
/// This delivery will "prime" based on circumstances defined in the datafield.
/// When primed, it will attempt to explode every few seconds, with the chance increasing each time it fails to do so.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(DeliveryModifierSystem))]
public sealed partial class DeliveryBombComponent : Component
{
///
/// How often will this bomb retry to explode.
///
[DataField]
public TimeSpan ExplosionRetryDelay = TimeSpan.FromSeconds(3);
///
/// The time at which the next retry will happen
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
public TimeSpan NextExplosionRetry;
///
/// The chance this bomb explodes each time it attempts to do so.
///
[DataField, AutoNetworkedField]
public float ExplosionChance = 0.05f;
///
/// How much should the chance of explosion increase each failed retry?
///
[DataField]
public float ExplosionChanceRetryIncrease = 0.01f;
///
/// Should this bomb get primed when the delivery is unlocked?
///
[DataField]
public bool PrimeOnUnlock = true;
///
/// Should this bomb get primed when the delivery is broken?
/// Requires to be fragile as well.
///
[DataField]
public bool PrimeOnBreakage = true;
///
/// Should this bomb get primed when the delivery expires?
/// Requires to be priority as well.
///
[DataField]
public bool PrimeOnExpire = true;
///
/// Multiplier to choose when a crazy person actually opens it.
/// Multiplicative, not additive.
///
[DataField]
public float SpesoMultiplier = 1.5f;
}