using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Shared.DeviceLinking;
[RegisterComponent]
[NetworkedComponent] // for interactions. Actual state isn't currently synced.
[Access(typeof(SharedDeviceLinkSystem))]
public sealed partial class DeviceLinkSourceComponent : Component
{
///
/// The ports the device link source sends signals from
///
[DataField("ports", customTypeSerializer: typeof(PrototypeIdHashSetSerializer))]
public HashSet? Ports;
///
/// A list of sink uids that got linked for each port
///
[ViewVariables]
public Dictionary> Outputs = new();
///
/// The list of source to sink ports for each linked sink entity for easier managing of links
///
[DataField("linkedPorts")]
public Dictionary> LinkedPorts = new();
///
/// Limits the range devices can be linked across.
///
[DataField("range")]
[ViewVariables(VVAccess.ReadWrite)]
public float Range = 30f;
}