using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.PowerCell;
///
/// Indicates that the entity's ActivatableUI requires power or else it closes.
///
///
/// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class PowerCellDrawComponent : Component
{
#region Prediction
///
/// Whether there is any charge available to draw.
///
[ViewVariables(VVAccess.ReadWrite), DataField("canDraw"), AutoNetworkedField]
public bool CanDraw;
///
/// Whether there is sufficient charge to use.
///
[ViewVariables(VVAccess.ReadWrite), DataField("canUse"), AutoNetworkedField]
public bool CanUse;
#endregion
///
/// Whether drawing is enabled.
/// Having no cell will still disable it.
///
[DataField, AutoNetworkedField]
public bool Enabled = true;
///
/// How much the entity draws while the UI is open.
/// Set to 0 if you just wish to check for power upon opening the UI.
///
[ViewVariables(VVAccess.ReadWrite), DataField("drawRate")]
public float DrawRate = 1f;
///
/// How much power is used whenever the entity is "used".
/// This is used to ensure the UI won't open again without a minimum use power.
///
[ViewVariables(VVAccess.ReadWrite), DataField("useRate")]
public float UseRate;
///
/// When the next automatic power draw will occur
///
[DataField("nextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextUpdateTime;
///
/// How long to wait between power drawing.
///
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
}