using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Light.Components;
[RegisterComponent, NetworkedComponent, Access(typeof(SharedHandheldLightSystem))]
public sealed partial class HandheldLightComponent : Component
{
public byte? Level;
public bool Activated;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("wattage")]
public float Wattage { get; set; } = .8f;
[DataField("turnOnSound")]
public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
[DataField("turnOnFailSound")]
public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
[DataField("turnOffSound")]
public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
///
/// Whether to automatically set item-prefixes when toggling the flashlight.
///
///
/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
/// mostly here for backwards compatibility.
///
[DataField("addPrefix")]
public bool AddPrefix = false;
[DataField("toggleAction", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ToggleAction = "ActionToggleLight";
///
/// Whether or not the light can be toggled via standard interactions
/// (alt verbs, using in hand, etc)
///
[DataField("toggleOnInteract")]
public bool ToggleOnInteract = true;
[DataField("toggleActionEntity")]
public EntityUid? ToggleActionEntity;
[DataField]
public EntityUid? SelfToggleActionEntity;
public const int StatusLevels = 6;
///
/// Specify the ID of the light behaviour to use when the state of the light is Dying
///
[DataField("blinkingBehaviourId")]
public string BlinkingBehaviourId { get; set; } = string.Empty;
///
/// Specify the ID of the light behaviour to use when the state of the light is LowPower
///
[DataField("radiatingBehaviourId")]
public string RadiatingBehaviourId { get; set; } = string.Empty;
[Serializable, NetSerializable]
public sealed class HandheldLightComponentState : ComponentState
{
public byte? Charge { get; }
public bool Activated { get; }
public HandheldLightComponentState(bool activated, byte? charge)
{
Activated = activated;
Charge = charge;
}
}
}
[Serializable, NetSerializable]
public enum HandheldLightVisuals
{
Power
}
[Serializable, NetSerializable]
public enum HandheldLightPowerStates
{
FullPower,
LowPower,
Dying,
}