using Content.Shared.Actions;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Ghost;
[RegisterComponent, NetworkedComponent, Access(typeof(SharedGhostSystem))]
[AutoGenerateComponentState(true)]
public sealed partial class GhostComponent : Component
{
// Actions
[DataField]
public EntProtoId ToggleLightingAction = "ActionToggleLighting";
[DataField, AutoNetworkedField]
public EntityUid? ToggleLightingActionEntity;
[DataField]
public EntProtoId ToggleFoVAction = "ActionToggleFov";
[DataField, AutoNetworkedField]
public EntityUid? ToggleFoVActionEntity;
[DataField]
public EntProtoId ToggleGhostsAction = "ActionToggleGhosts";
[DataField, AutoNetworkedField]
public EntityUid? ToggleGhostsActionEntity;
[DataField]
public EntProtoId ToggleGhostHearingAction = "ActionToggleGhostHearing";
[DataField]
public EntityUid? ToggleGhostHearingActionEntity;
[DataField]
public EntProtoId BooAction = "ActionGhostBoo";
[DataField, AutoNetworkedField]
public EntityUid? BooActionEntity;
// End actions
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan TimeOfDeath = TimeSpan.Zero;
[DataField("booRadius"), ViewVariables(VVAccess.ReadWrite)]
public float BooRadius = 3;
[DataField("booMaxTargets"), ViewVariables(VVAccess.ReadWrite)]
public int BooMaxTargets = 3;
// TODO: instead of this funny stuff just give it access and update in system dirtying when needed
[ViewVariables(VVAccess.ReadWrite)]
public bool CanGhostInteract
{
get => _canGhostInteract;
set
{
if (_canGhostInteract == value) return;
_canGhostInteract = value;
Dirty();
}
}
[DataField("canInteract"), AutoNetworkedField]
private bool _canGhostInteract;
///
/// Changed by
///
// TODO MIRROR change this to use friend classes when thats merged
[ViewVariables(VVAccess.ReadWrite)]
public bool CanReturnToBody
{
get => _canReturnToBody;
set
{
if (_canReturnToBody == value) return;
_canReturnToBody = value;
Dirty();
}
}
///
/// Ghost color
///
/// Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.
[DataField("color"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public Color color = Color.White;
[DataField("canReturnToBody"), AutoNetworkedField]
private bool _canReturnToBody;
}
public sealed partial class ToggleFoVActionEvent : InstantActionEvent { }
public sealed partial class ToggleGhostsActionEvent : InstantActionEvent { }
public sealed partial class ToggleLightingActionEvent : InstantActionEvent { }
public sealed partial class ToggleGhostHearingActionEvent : InstantActionEvent { }
public sealed partial class ToggleGhostVisibilityToAllEvent : InstantActionEvent { }
public sealed partial class BooActionEvent : InstantActionEvent { }