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;
}