using Content.Server.Power.Components;
using Content.Shared.Interaction;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Research.Components
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class ResearchPointSourceComponent : ResearchClientComponent
{
public override string Name => "ResearchPointSource";
[DataField("pointspersecond")]
private int _pointsPerSecond;
[DataField("active")]
private bool _active;
private ApcPowerReceiverComponent? _powerReceiver;
[ViewVariables(VVAccess.ReadWrite)]
public int PointsPerSecond
{
get => _pointsPerSecond;
set => _pointsPerSecond = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool Active
{
get => _active;
set => _active = value;
}
///
/// Whether this can be used to produce research points.
///
/// If no is found, it's assumed power is not required.
[ViewVariables]
public bool CanProduce => Active && (_powerReceiver is null || _powerReceiver.Powered);
protected override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _powerReceiver);
}
}
}