using System.Threading;
using Content.Shared.Construction.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed class EmitterComponent : Component
{
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
///
/// counts the number of consecutive shots fired.
///
[ViewVariables]
public int FireShotCounter;
///
/// The entity that is spawned when the emitter fires.
///
[DataField("boltType", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string BoltType = "EmitterBolt";
[DataField("selectableTypes", customTypeSerializer: typeof(PrototypeIdListSerializer))]
public List SelectableTypes = new();
///
/// The current amount of power being used.
///
[DataField("powerUseActive")]
public int PowerUseActive = 600;
///
/// The base amount of power that is consumed.
/// Used in machine part rating calculations.
///
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
public int BasePowerUseActive = 600;
///
/// Multiplier that is applied to the basePowerUseActive
/// to get the actual power use.
///
[DataField("powerUseMultiplier")]
public float PowerUseMultiplier = 0.75f;
///
/// The machine part used to reduce the power use of the machine.
///
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string MachinePartPowerUse = "Capacitor";
///
/// The amount of shots that are fired in a single "burst"
///
[DataField("fireBurstSize")]
public int FireBurstSize = 3;
///
/// The time between each shot during a burst.
///
[DataField("fireInterval")]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
///
/// The base amount of time between each shot during a burst.
///
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
///
/// The current minimum delay between bursts.
///
[DataField("fireBurstDelayMin")]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
///
/// The current maximum delay between bursts.
///
[DataField("fireBurstDelayMax")]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
///
/// The base minimum delay between shot bursts.
/// Used for machine part rating calculations.
///
[DataField("baseFireBurstDelayMin")]
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
///
/// The base maximum delay between shot bursts.
/// Used for machine part rating calculations.
///
[DataField("baseFireBurstDelayMax")]
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
///
/// The multiplier for the base delay between shot bursts as well as
/// the fire interval
///
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float FireRateMultiplier = 0.8f;
///
/// The machine part that affects burst delay.
///
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string MachinePartFireRate = "Laser";
///
/// The visual state that is set when the emitter is turned on
///
[DataField("onState")]
public string? OnState = "beam";
///
/// The visual state that is set when the emitter doesn't have enough power.
///
[DataField("underpoweredState")]
public string? UnderpoweredState = "underpowered";
}
[NetSerializable, Serializable]
public enum EmitterVisuals : byte
{
VisualState
}
[Serializable, NetSerializable]
public enum EmitterVisualLayers : byte
{
Lights
}
[NetSerializable, Serializable]
public enum EmitterVisualState
{
On,
Underpowered,
Off
}