using Content.Shared.Kitchen.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Kitchen.Components;
///
/// The combo reagent grinder/juicer. The reason why grinding and juicing are seperate is simple,
/// think of grinding as a utility to break an object down into its reagents. Think of juicing as
/// converting something into its single juice form. E.g, grind an apple and get the nutriment and sugar
/// it contained, juice an apple and get "apple juice".
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedReagentGrinderSystem))]
public sealed partial class ReagentGrinderComponent : Component
{
[DataField, AutoNetworkedField]
public int StorageMaxEntities = 6;
[DataField, AutoNetworkedField]
public TimeSpan WorkTime = TimeSpan.FromSeconds(3.5); // Roughly matches the grind/juice sounds.
[DataField, AutoNetworkedField]
public float WorkTimeMultiplier = 1;
[DataField]
public SoundSpecifier ClickSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
[DataField]
public SoundSpecifier GrindSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/blender.ogg");
[DataField]
public SoundSpecifier JuiceSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/juicer.ogg");
[DataField, AutoNetworkedField]
public GrinderAutoMode AutoMode = GrinderAutoMode.Off;
public EntityUid? AudioStream;
}
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedReagentGrinderSystem))]
public sealed partial class ActiveReagentGrinderComponent : Component
{
///
/// Remaining time until the grinder finishes grinding/juicing.
///
[ViewVariables]
public TimeSpan EndTime;
[ViewVariables]
public GrinderProgram Program;
}