using Content.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Lightning.Components;
///
/// Handles how lightning acts and is spawned. Use the ShootLightning method to fire lightning from one user to a target.
///
public abstract class SharedLightningComponent : Component
{
///
/// Can this lightning arc?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canArc")]
public bool CanArc;
///
/// How much should lightning arc in total?
/// Controls the amount of bolts that will spawn.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTotalArc")]
public int MaxTotalArcs = 50;
///
/// The prototype ID used for arcing bolts. Usually will be the same name as the main proto but it could be flexible.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("lightningPrototype", customTypeSerializer:typeof(PrototypeIdSerializer))]
public string LightningPrototype = "Lightning";
///
/// The target that the lightning will Arc to.
///
[ViewVariables]
[DataField("arcTarget")]
public EntityUid ArcTarget;
///
/// How far should this lightning go?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxLength")]
public float MaxLength = 5f;
///
/// List of targets that this collided with already
///
[ViewVariables]
[DataField("arcTargets")]
public HashSet ArcTargets = new();
///
/// What should this arc to?
///
[ViewVariables]
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.MachineMask);
}