using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Shared.Interaction.Components;
[RegisterComponent, Access(typeof(InteractionPopupSystem))]
public sealed partial class InteractionPopupComponent : Component
{
///
/// Time delay between interactions to avoid spam.
///
[DataField("interactDelay")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan InteractDelay = TimeSpan.FromSeconds(1.0);
///
/// String will be used to fetch the localized message to be played if the interaction succeeds.
/// Nullable in case none is specified on the yaml prototype.
///
[DataField("interactSuccessString")]
public string? InteractSuccessString;
///
/// String will be used to fetch the localized message to be played if the interaction fails.
/// Nullable in case no message is specified on the yaml prototype.
///
[DataField("interactFailureString")]
public string? InteractFailureString;
///
/// Sound effect to be played when the interaction succeeds.
/// Nullable in case no path is specified on the yaml prototype.
///
[DataField("interactSuccessSound")]
public SoundSpecifier? InteractSuccessSound;
///
/// Sound effect to be played when the interaction fails.
/// Nullable in case no path is specified on the yaml prototype.
///
[DataField("interactFailureSound")]
public SoundSpecifier? InteractFailureSound;
///
/// a prototype that will spawn upon successful interaction (as planned only for special effects)
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId? InteractSuccessSpawn;
///
/// a prototype that will spawn upon failure interaction (as planned only for special effects)
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntProtoId? InteractFailureSpawn;
///
/// Chance that an interaction attempt will succeed.
/// 1 = always play "success" popup and sound.
/// 0.5 = 50% chance to play either success or failure popup and sound.
/// 0 = always play "failure" popup and sound.
///
[DataField("successChance")]
public float SuccessChance = 1.0f; // Always succeed, unless specified otherwise on the yaml prototype.
///
/// If set, shows a message to all surrounding players but NOT the current player.
///
[DataField("messagePerceivedByOthers")]
public string? MessagePerceivedByOthers;
///
/// Will the sound effect be perceived by entities not involved in the interaction?
///
[DataField("soundPerceivedByOthers")]
public bool SoundPerceivedByOthers = true;
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan LastInteractTime;
///
/// If set to true, activate interactions will also trigger the component.
///
[DataField]
public bool OnActivate;
}