using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Lock;
///
/// Allows locking/unlocking, with access determined by AccessReader
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(LockSystem))]
public sealed class LockComponent : Component
{
///
/// Whether or not the lock is locked.
///
[DataField("locked"), ViewVariables(VVAccess.ReadWrite)]
public bool Locked = true;
///
/// Whether or not the lock is toggled by simply clicking.
///
[DataField("lockOnClick"), ViewVariables(VVAccess.ReadWrite)]
public bool LockOnClick;
///
/// The sound played when unlocked.
///
[DataField("unlockingSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier UnlockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_off.ogg");
///
/// The sound played when locked.
///
[DataField("lockingSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier LockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_on.ogg");
}
[Serializable, NetSerializable]
public sealed class LockComponentState : ComponentState
{
public bool Locked;
public bool LockOnClick;
public LockComponentState(bool locked, bool lockOnClick)
{
Locked = locked;
LockOnClick = lockOnClick;
}
}
[ByRefEvent]
public record struct LockToggleAttemptEvent(EntityUid User, bool Silent = false, bool Cancelled = false);
[ByRefEvent]
public readonly record struct LockToggledEvent(bool Locked);