using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class ResearchPointSourceComponent : ResearchClientComponent
{
public override string Name => "ResearchPointSource";
private int _pointsPerSecond;
private bool _active;
private PowerDeviceComponent _powerDevice;
[ViewVariables]
public int PointsPerSecond
{
get => _pointsPerSecond;
set => _pointsPerSecond = value;
}
[ViewVariables]
public bool Active
{
get => _active;
set => _active = value;
}
///
/// Whether this can be used to produce research points.
///
/// If no is found, it's assumed power is not required.
public bool CanProduce => Active && (_powerDevice is null || _powerDevice.Powered);
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _powerDevice);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _pointsPerSecond, "pointspersecond", 0);
serializer.DataField(ref _active, "active", false);
}
}
}