using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Power.Components; [RegisterComponent, NetworkedComponent] public sealed partial class ChargerComponent : Component { [ViewVariables] public CellChargerStatus Status; /// /// The charge rate of the charger, in watts /// [DataField] public float ChargeRate = 20.0f; /// /// The container ID that is holds the entities being charged. /// [DataField(required: true)] public string SlotId = string.Empty; /// /// A whitelist for what entities can be charged by this Charger. /// [DataField] public EntityWhitelist? Whitelist; /// /// Indicates whether the charger is portable and thus subject to EMP effects /// and bypasses checks for transform, anchored, and ApcPowerReceiverComponent. /// [DataField] public bool Portable = false; }