using Content.Shared.Chemistry.Components;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Materials;
///
/// This is a machine that handles converting entities
/// into the raw materials and chemicals that make them up.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedMaterialReclaimerSystem))]
public sealed partial class MaterialReclaimerComponent : Component
{
///
/// Whether or not the machine has power. We put it here
/// so we can network and predict it.
///
[DataField("powered"), ViewVariables(VVAccess.ReadWrite)]
public bool Powered;
///
/// An "enable" toggle for things like interfacing with machine linking
///
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
///
/// How efficiently the materials are reclaimed.
/// In practice, a multiplier per material when calculating the output of the reclaimer.
///
[DataField("efficiency"), ViewVariables(VVAccess.ReadWrite)]
public float Efficiency = 1f;
///
/// Whether or not the process
/// speed scales with the amount of materials being processed
/// or if it's just
///
[DataField("scaleProcessSpeed")]
public bool ScaleProcessSpeed = true;
///
/// How quickly it takes to consume X amount of materials per second.
/// For example, with a rate of 50, an entity with 100 total material takes 2 seconds to process.
///
[DataField("baseMaterialProcessRate"), ViewVariables(VVAccess.ReadWrite)]
public float BaseMaterialProcessRate = 100f;
///
/// How quickly it takes to consume X amount of materials per second.
/// For example, with a rate of 50, an entity with 100 total material takes 2 seconds to process.
///
[DataField("materialProcessRate"), ViewVariables(VVAccess.ReadWrite)]
public float MaterialProcessRate = 100f;
///
/// Machine part whose rating modifies
///
[DataField("machinePartProcessRate", customTypeSerializer: typeof(PrototypeIdSerializer)), ViewVariables(VVAccess.ReadWrite)]
public string MachinePartProcessRate = "Manipulator";
///
/// How much the machine part quality affects the
///
[DataField("partRatingProcessRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float PartRatingProcessRateMultiplier = 1.5f;
///
/// The minimum amount fo time it can take to process an entity.
/// this value supercedes the calculated one using
///
[DataField("minimumProcessDuration"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan MinimumProcessDuration = TimeSpan.FromSeconds(0.5f);
///
/// The id of our output solution
///
[DataField("solutionContainerId"), ViewVariables(VVAccess.ReadWrite)]
public string SolutionContainerId = "output";
///
/// The solution itself.
///
[ViewVariables(VVAccess.ReadWrite)]
public Solution OutputSolution = default!;
///
/// a whitelist for what entities can be inserted into this reclaimer
///
[DataField("whitelist")]
public EntityWhitelist? Whitelist;
///
/// a blacklist for what entities cannot be inserted into this reclaimer
///
[DataField("blacklist")]
public EntityWhitelist? Blacklist;
///
/// The sound played when something is being processed.
///
[DataField("sound")]
public SoundSpecifier? Sound;
///
/// whether or not we cut off the sound early when the reclaiming ends.
///
[DataField("cutOffSound")]
public bool CutOffSound = true;
///
/// When the next sound will be allowed to be played. Used to prevent spam.
///
[DataField("nextSound", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextSound;
///
/// Minimum time inbetween each
///
[DataField("soundCooldown")]
public TimeSpan SoundCooldown = TimeSpan.FromSeconds(0.8f);
public IPlayingAudioStream? Stream;
///
/// A counter of how many items have been processed
///
///
/// I saw this on the recycler and i'm porting it because it's cute af
///
[DataField("itemsProcessed")]
public int ItemsProcessed;
}
[Serializable, NetSerializable]
public sealed class MaterialReclaimerComponentState : ComponentState
{
public bool Powered;
public bool Enabled;
public float MaterialProcessRate;
public int ItemsProcessed;
public MaterialReclaimerComponentState(bool powered, bool enabled, float materialProcessRate, int itemsProcessed)
{
Powered = powered;
Enabled = enabled;
MaterialProcessRate = materialProcessRate;
ItemsProcessed = itemsProcessed;
}
}
[NetSerializable, Serializable]
public enum RecyclerVisuals
{
Bloody
}
public enum RecyclerVisualLayers : byte
{
Main,
Bloody
}