using System.Threading;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Explosion;
using Content.Shared.Nuke;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Nuke
{
///
/// Nuclear device that can devastate an entire station.
/// Basically a station self-destruction mechanism.
/// To activate it, user needs to insert an authorization disk and enter a secret code.
///
[RegisterComponent]
[Access(typeof(NukeSystem))]
public sealed partial class NukeComponent : SharedNukeComponent
{
///
/// Default bomb timer value in seconds.
///
[DataField("timer")]
[ViewVariables(VVAccess.ReadWrite)]
public int Timer = 300;
///
/// If the nuke is disarmed, this sets the minimum amount of time the timer can have.
/// The remaining time will reset to this value if it is below it.
///
[DataField]
public int MinimumTime = 180;
///
/// How long until the bomb can arm again after deactivation.
/// Used to prevent announcements spam.
///
[DataField("cooldown")]
public int Cooldown = 30;
///
/// The that stores the nuclear disk. The entity whitelist, sounds, and some other
/// behaviours are specified by this definition. Make sure the whitelist, is correct
/// otherwise a blank bit of paper will work as a "disk".
///
[DataField("diskSlot")]
public ItemSlot DiskSlot = new();
///
/// When this time is left, nuke will play last alert sound
///
[DataField("alertTime")]
public float AlertSoundTime = 10.0f;
///
/// How long a user must wait to disarm the bomb.
///
[DataField("disarmDoafterLength")]
public float DisarmDoafterLength = 30.0f;
[DataField("alertLevelOnActivate")] public string AlertLevelOnActivate = default!;
[DataField("alertLevelOnDeactivate")] public string AlertLevelOnDeactivate = default!;
///
/// This is stored so we can do a funny by making 0 shift the last played note up by 12 semitones (octave)
///
public int LastPlayedKeypadSemitones = 0;
[DataField("keypadPressSound")]
public SoundSpecifier KeypadPressSound = new SoundPathSpecifier("/Audio/Machines/Nuke/general_beep.ogg");
[DataField("accessGrantedSound")]
public SoundSpecifier AccessGrantedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/confirm_beep.ogg");
[DataField("accessDeniedSound")]
public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg");
[DataField("alertSound")]
public SoundSpecifier AlertSound = new SoundPathSpecifier("/Audio/Machines/Nuke/nuke_alarm.ogg");
[DataField("armSound")]
public SoundSpecifier ArmSound = new SoundPathSpecifier("/Audio/Misc/notice1.ogg");
[DataField("disarmSound")]
public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
[DataField("armMusic")]
public SoundSpecifier ArmMusic = new SoundCollectionSpecifier("NukeMusic");
// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
// the nuke.
#region ExplosiveComponent
///
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
/// information (e.g., the light that the explosion gives off).
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ExplosionType = default!;
///
/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
/// break chance the explosion can achieve at any given location.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxIntensity")]
public float MaxIntensity = 100;
///
/// How quickly the intensity drops off as you move away from the epicenter.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intensitySlope")]
public float IntensitySlope = 5;
///
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
/// number (see ).
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("totalIntensity")]
public float TotalIntensity = 100000;
///
/// Avoid somehow double-triggering this explosion.
///
public bool Exploded;
#endregion
///
/// Origin station of this bomb, if it exists.
/// If this doesn't exist, then the origin grid and map will be filled in, instead.
///
public EntityUid? OriginStation;
///
/// Origin map and grid of this bomb.
/// If a station wasn't tied to a given grid when the bomb was spawned,
/// this will be filled in instead.
///
public (MapId, EntityUid?)? OriginMapGrid;
[DataField("codeLength")] public int CodeLength = 6;
[ViewVariables] public string Code = string.Empty;
///
/// Time until explosion in seconds.
///
[ViewVariables(VVAccess.ReadWrite)]
public float RemainingTime;
///
/// Time until bomb cooldown will expire in seconds.
///
[ViewVariables]
public float CooldownTime;
///
/// Current nuclear code buffer. Entered manually by players.
/// If valid it will allow arm/disarm bomb.
///
[ViewVariables]
public string EnteredCode = "";
///
/// Current status of a nuclear bomb.
///
[ViewVariables]
public NukeStatus Status = NukeStatus.AWAIT_DISK;
///
/// Check if nuke has already played the nuke song so we don't do it again
///
public bool PlayedNukeSong = false;
///
/// Check if nuke has already played last alert sound
///
public bool PlayedAlertSound = false;
public EntityUid? AlertAudioStream = default;
///
/// The radius from the nuke for which there must be floor tiles for it to be anchorable.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiredFloorRadius")]
public float RequiredFloorRadius = 5;
}
}