using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Content.Shared.Physics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.GameStates;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, AutoGenerateComponentPause, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SingularityGeneratorComponent : Component
{
///
/// The amount of power this generator has accumulated.
/// If you want to set this use
///
[DataField]
public float Power = 0;
///
/// The power threshold at which this generator will spawn a singularity.
/// If you want to set this use
///
[DataField]
public float Threshold = 16;
///
/// Allows the generator to ignore all the failsafe stuff, e.g. when emagged
///
[DataField, AutoNetworkedField]
public bool FailsafeDisabled = false;
///
/// Maximum distance at which the generator will check for a field at
///
[DataField]
public float FailsafeDistance = 16;
///
/// The prototype ID used to spawn a singularity.
///
[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string? SpawnPrototype = "Singularity";
///
/// The masks the raycast should not go through
///
[DataField]
public int CollisionMask = (int)CollisionGroup.FullTileMask;
///
/// Message to use when there's no containment field on cardinal directions
///
[DataField]
public LocId ContainmentFailsafeMessage = "comp-generator-failsafe";
///
/// For how long the failsafe will cause the generator to stop working and not issue a failsafe warning
///
[DataField]
public TimeSpan FailsafeCooldown = TimeSpan.FromSeconds(10);
///
/// How long until the generator can issue a failsafe warning again
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextFailsafe = TimeSpan.Zero;
}