using Content.Server.Anomaly.Effects;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using System.Numerics;
namespace Content.Server.Anomaly.Components;
///
/// This component allows the anomaly to generate a random type of reagent in the specified SolutionContainer.
/// With the increasing severity of the anomaly, the type of reagent produced may change.
/// The higher the severity of the anomaly, the higher the chance of dangerous or useful reagents.
///
[RegisterComponent, Access(typeof(ReagentProducerAnomalySystem))]
public sealed partial class ReagentProducerAnomalyComponent : Component
{
//the addition of the reagent will occur instantly when an anomaly appears,
//and there will not be the first three seconds of a white empty anomaly.
public float AccumulatedFrametime = 3.0f;
///
/// How frequently should this reagent generation update, in seconds?
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float UpdateInterval = 3.0f;
///
/// The spread of the random weight of the choice of this category, depending on the severity.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadDangerous = new(5.0f, 9.0f);
///
/// The spread of the random weight of the choice of this category, depending on the severity.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadFun = new(3.0f, 0.0f);
///
/// The spread of the random weight of the choice of this category, depending on the severity.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadUseful = new(1.0f, 1.0f);
///
/// Category of dangerous reagents for injection. Various toxins and poisons
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List> DangerousChemicals = new();
///
/// Category of useful reagents for injection. Medicine and other things that players WANT to get
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List> UsefulChemicals = new();
///
/// Category of fun reagents for injection. Glue, drugs, beer. Something that will bring fun.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List> FunChemicals = new();
///
/// Noise made when anomaly pulse.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier ChangeSound = new SoundPathSpecifier("/Audio/Effects/waterswirl.ogg");
///
/// The component will repaint the sprites of the object to match the current color of the solution,
/// if the RandomSprite component is hung correctly.
/// Ideally, this should be put into a separate component, but I suffered for 4 hours,
/// and nothing worked out for me. So for now it will be like this.
///
[DataField, ViewVariables(VVAccess.ReadOnly)]
public bool NeedRecolor = false;
///
/// the maximum amount of reagent produced per second
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MaxReagentProducing = 1.5f;
///
/// how much does the reagent production increase before entering the supercritical state
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float SupercriticalReagentProducingModifier = 100f;
///
/// The name of the reagent that the anomaly produces.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public ProtoId ProducingReagent = "Water";
///
/// Solution name where the substance is generated
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("solution")]
public string SolutionName = "default";
///
/// Solution where the substance is generated
///
[DataField("solutionRef")]
public Entity? Solution = null;
}