using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Item;
///
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
///
///
/// If you need extended functionality (e.g. requiring power) then add a new component and use events:
/// ItemToggleActivateAttemptEvent, ItemToggleDeactivateAttemptEvent or ItemToggleForceToggleEvent.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ItemToggleComponent : Component
{
///
/// The item's toggle state.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Activated = false;
///
/// Whether the item's toggle can be predicted by the client.
///
/// ///
/// If server-side systems affect the item's toggle, like charge/fuel systems, then the item is not predictable.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Predictable = true;
///
/// The noise this item makes when it is toggled on.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundActivate;
///
/// The noise this item makes when it is toggled off.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundDeactivate;
///
/// The noise this item makes when it is toggled on.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundFailToActivate;
}
///
/// Raised directed on an entity when its ItemToggle is attempted to be activated.
///
[ByRefEvent]
public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
{
public bool Cancelled = false;
public EntityUid? User = User;
}
///
/// Raised directed on an entity when its ItemToggle is attempted to be deactivated.
///
[ByRefEvent]
public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
{
public bool Cancelled = false;
public EntityUid? User = User;
}
///
/// Raised directed on an entity any sort of toggle is complete.
///
[ByRefEvent]
public record struct ItemToggleDoneEvent(bool Activated, EntityUid? User)
{
public bool Activated = Activated;
public EntityUid? User = User;
}
///
/// Raised in order to play a toggle sound effect.
///
[ByRefEvent]
public record struct ItemTogglePlayToggleSoundEvent(bool Activated, bool Predicted, EntityUid? User)
{
public bool Activated = Activated;
public bool Predicted = Predicted;
public EntityUid? User = User;
}
///
/// Raised in order to play a failure to toggle sound effect.
///
[ByRefEvent]
public record struct ItemTogglePlayFailSoundEvent(bool Predicted, EntityUid? User)
{
public bool Predicted = Predicted;
public EntityUid? User = User;
}
///
/// Raised in order to effect changes upon the Light component of the entity.
///
[ByRefEvent]
public record struct ItemToggleLightUpdateEvent(bool Activated)
{
public bool Activated = Activated;
}
///
/// Raised in order to effect changes upon the Appearance component of the entity.
///
[ByRefEvent]
public record struct ItemToggleAppearanceUpdateEvent(bool Activated)
{
public bool Activated = Activated;
}
///
/// Raised in order to effect changes upon the Reflect component of the entity.
///
[ByRefEvent]
public record struct ItemToggleReflectUpdateEvent(bool Activated)
{
public bool Activated = Activated;
}