using Robust.Shared.GameStates;
using Content.Shared.Singularity.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
namespace Content.Shared.Singularity.Components;
///
/// A component that makes the associated entity accumulate energy when an associated event horizon consumes things.
/// Energy management is server-side.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class SingularityComponent : Component
{
///
/// The current level of the singularity.
/// Used as a scaling factor for things like visual size, event horizon radius, gravity well radius, radiation output, etc.
/// If you want to set this use ().
///
[Access(friends: typeof(SharedSingularitySystem), Other = AccessPermissions.Read, Self = AccessPermissions.Read)]
[DataField("level")]
public byte Level = 1;
///
/// The amount of radiation this singularity emits per its level.
/// Has to be on shared in case someone attaches a RadiationPulseComponent to the singularity.
/// If you want to set this use ().
///
[Access(friends: typeof(SharedSingularitySystem), Other = AccessPermissions.Read, Self = AccessPermissions.Read)]
[DataField("radsPerLevel")]
[ViewVariables(VVAccess.ReadWrite)]
public float RadsPerLevel = 2f;
///
/// The amount of energy this singularity contains.
///
[DataField("energy")]
public float Energy = 180f;
///
/// The rate at which this singularity loses energy over time.
///
[DataField("energyLoss")]
[ViewVariables(VVAccess.ReadWrite)]
public float EnergyDrain;
#region Audio
///
/// The sound that this singularity produces by existing.
///
[DataField("ambientSound")]
[ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier? AmbientSound = new SoundPathSpecifier(
"/Audio/Effects/singularity_form.ogg",
AudioParams.Default.WithVolume(5).WithLoop(true).WithMaxDistance(20f)
);
///
/// The audio stream that plays the sound specified by on loop.
///
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid? AmbientSoundStream = null;
///
/// The sound that the singularity produces when it forms.
///
[DataField("formationSound")]
[ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier? FormationSound = null;
///
/// The sound that the singularity produces when it dissipates.
///
[DataField("dissipationSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? DissipationSound = new SoundPathSpecifier(
"/Audio/Effects/singularity_collapse.ogg",
AudioParams.Default
);
#endregion Audio
#region Update Timing
///
/// The amount of time that should elapse between automated updates to this singularity.
///
[DataField("updatePeriod")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan TargetUpdatePeriod = TimeSpan.FromSeconds(1.0);
///
///
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan NextUpdateTime = default!;
///
/// The last time this singularity was updated.
///
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan LastUpdateTime = default!;
#endregion Update Timing
}