using Content.Shared.Alert;
using Content.Shared.Damage;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Atmos.Components
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause] // TODO: Access restriction so that other systems have to use the API to modify fire stacks
public sealed partial class FlammableComponent : Component
{
///
/// Is the mob currently resisting being on fire
/// (i.e. throwing themselves onto the ground to extinguish themselves)?
///
[ViewVariables]
public bool Resisting => ResistCompleteTime.HasValue;
///
/// The time stamp at which the active resist will be over and the mob's flame stacks will be reduced.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan? ResistCompleteTime;
///
/// Timestamp for the next update.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextUpdate;
///
/// The time resisting being on fire will take.
/// The mob will be paralyzed for this duration.
///
[DataField]
public TimeSpan ResistTime = TimeSpan.FromSeconds(2);
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool OnFire;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FireStacks;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MaximumFireStacks = 10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinimumFireStacks = -10f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public string FlammableFixtureID = "flammable";
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float MinIgnitionTemperature = 373.15f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanResistFire { get; private set; } = false;
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
///
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
///
[DataField]
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
///
/// Should the component be set on fire by interactions with isHot entities
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AlwaysCombustible = false;
///
/// Can the component anyhow lose its FireStacks?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CanExtinguish = true;
///
/// How many firestacks should be applied to component when being set on fire?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float FirestacksOnIgnite = 2.0f;
///
/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float FirestackFade = -0.1f;
[DataField]
public ProtoId FireAlert = "Fire";
}
}