using Content.Shared.Anomaly;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Anomaly.Components;
///
/// Anomaly Vessels can have an anomaly "stored" in them
/// by interacting on them with an anomaly scanner. Then,
/// they generate points for the selected server based on
/// the anomaly's stability and severity.
///
[RegisterComponent, Access(typeof(SharedAnomalySystem)), AutoGenerateComponentPause]
public sealed partial class AnomalyVesselComponent : Component
{
///
/// The anomaly that the vessel is storing.
/// Can be null.
///
[ViewVariables]
public EntityUid? Anomaly;
///
/// A multiplier applied to the amount of points generated.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float PointMultiplier = 1;
///
/// The maximum time between each beep
///
[DataField("maxBeepInterval")]
public TimeSpan MaxBeepInterval = TimeSpan.FromSeconds(2f);
///
/// The minimum time between each beep
///
[DataField("minBeepInterval")]
public TimeSpan MinBeepInterval = TimeSpan.FromSeconds(0.75f);
///
/// When the next beep sound will play
///
[DataField("nextBeep", customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextBeep = TimeSpan.Zero;
///
/// The sound that is played repeatedly when the anomaly is destabilizing/decaying
///
[DataField("beepSound")]
public SoundSpecifier BeepSound = new SoundPathSpecifier("/Audio/Machines/vessel_warning.ogg");
}