using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
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]
public HashSet>? Ports;
///
/// A list of sink uids that got linked for each port
///
[ViewVariables]
public Dictionary, HashSet> Outputs = new();
///
/// If set to High or Low, the last signal state for a given port.
/// Used when linking ports of devices that are currently outputting a signal.
/// Only set by DeviceLinkSystem.SendSignal.
///
[DataField]
public Dictionary, bool> LastSignals = new();
///
/// The list of source to sink ports for each linked sink entity for easier managing of links
///
[DataField]
public Dictionary source, ProtoId sink)>> LinkedPorts = new();
///
/// Limits the range devices can be linked across.
///
[DataField]
public float Range = 30f;
}