using Content.Shared.Power.EntitySystems;
using Content.Shared.PowerCell.Components;
using Content.Shared.Guidebook;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Power.Components;
///
/// Used for any sort of battery that stores electical power.
/// Can be used as a battery node on the pow3r network. Needs other components to connect to actual networks, see PowerNetworkBatteryComponent.
/// Also used for power cells using or battery powered guns with intrinsic battery.
///
///
/// IMPORTANT: If your battery has an update loop setting the charge every single tick you should set to false
/// in your prototype to prevent it from getting networked every single tick. However, this will disable prediction.
/// This is mostly needed for anything connected to the power network (APCs, SMES, turrets with battery), as their power supply ramps up over time.
/// Everything else that only has a constant charge rate (e.g. charging/discharging a battery at a certain wattage) or instantaneous power draw (e.g. shooting a gun) is fine being networked.
/// However, you should write your systems to avoid using update loops and instead change the battery's charge rate using and
/// the current charge will automatically be inferred if you use .
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedBatterySystem))]
public sealed partial class BatteryComponent : Component
{
///
/// Maximum charge of the battery in joules (ie. watt seconds)
///
[DataField, AutoNetworkedField, ViewVariables]
[GuidebookData]
public float MaxCharge;
///
/// The price per one joule. Default is 1 speso for 10kJ.
///
[DataField]
public float PricePerJoule = 0.0001f;
///
/// Time stamp of the last networked update.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField, ViewVariables]
public TimeSpan LastUpdate = TimeSpan.Zero;
///
/// The intial charge to be set on map init.
///
[DataField]
public float StartingCharge;
///
/// The charge at the last update in joules (i.e. watt seconds).
///
[DataField, AutoNetworkedField, ViewVariables]
public float LastCharge;
///
/// The current charge rate in watt.
///
///
/// Not a datafield as this is only cached and recalculated on component startup.
///
[ViewVariables, AutoNetworkedField]
public float ChargeRate;
///
/// The current charge state of the battery.
/// Used to track state changes for raising .
///
///
/// Not a datafield as this is only cached and recalculated in an update loop.
///
[ViewVariables, AutoNetworkedField]
public BatteryState State = BatteryState.Neither;
}
///
/// Charge level status of the battery.
///
[Serializable, NetSerializable]
public enum BatteryState : byte
{
///
/// Full charge.
///
Full,
///
/// No charge.
///
Empty,
///
/// Neither full nor empty.
///
Neither,
}