using Content.Shared.RCD.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
namespace Content.Shared.RCD.Components;
/// <summary>
/// Main component for the RCD
/// Optionally uses LimitedChargesComponent.
/// Charges can be refilled with RCD ammo
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(RCDSystem))]
public sealed partial class RCDComponent : Component
{
/// List of RCD prototypes that the device comes loaded with
[DataField, AutoNetworkedField]
public HashSet<ProtoId<RCDPrototype>> AvailablePrototypes { get; set; } = new();
/// Sound that plays when a RCD operation successfully completes
[DataField]
public SoundSpecifier SuccessSound { get; set; } = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
/// The ProtoId of the currently selected RCD prototype
public ProtoId<RCDPrototype> ProtoId { get; set; } = "Invalid";
/// A cached copy of currently selected RCD prototype
/// <remarks>
/// If the ProtoId is changed, make sure to update the CachedPrototype as well
/// </remarks>
[ViewVariables(VVAccess.ReadOnly)]
public RCDPrototype CachedPrototype { get; set; } = default!;
/// The direction constructed entities will face upon spawning
public Direction ConstructionDirection
get
return _constructionDirection;
}
set
_constructionDirection = value;
ConstructionTransform = new Transform(new(), _constructionDirection.ToAngle());
private Direction _constructionDirection = Direction.South;
/// Returns a rotated transform based on the specified ConstructionDirection
/// Contains no position data
public Transform ConstructionTransform { get; private set; } = default!;