using Content.Shared.DeviceLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Conveyor;
[RegisterComponent, NetworkedComponent]
public sealed class ConveyorComponent : Component
{
///
/// The angle to move entities by in relation to the owner's rotation.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("angle")]
public Angle Angle = Angle.Zero;
///
/// The amount of units to move the entity by per second.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
public float Speed = 2f;
///
/// The current state of this conveyor
///
[ViewVariables(VVAccess.ReadWrite)]
public ConveyorState State;
[ViewVariables]
public bool Powered;
[DataField("forwardPort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ForwardPort = "Forward";
[DataField("reversePort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ReversePort = "Reverse";
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string OffPort = "Off";
[ViewVariables]
public readonly HashSet Intersecting = new();
}
[Serializable, NetSerializable]
public sealed class ConveyorComponentState : ComponentState
{
public bool Powered;
public Angle Angle;
public float Speed;
public ConveyorState State;
public ConveyorComponentState(Angle angle, float speed, ConveyorState state, bool powered)
{
Angle = angle;
Speed = speed;
State = state;
Powered = powered;
}
}
[Serializable, NetSerializable]
public enum ConveyorVisuals : byte
{
State
}
[Serializable, NetSerializable]
public enum ConveyorState : byte
{
Off,
Forward,
Reverse
}