using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Chemistry.Components;
[Serializable, NetSerializable]
public sealed partial class InjectorDoAfterEvent : SimpleDoAfterEvent
{
}
///
/// Implements draw/inject behavior for droppers and syringes.
///
///
/// Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
///
///
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class InjectorComponent : Component
{
[DataField]
public string SolutionName = "injector";
///
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
///
[DataField]
public bool InjectOnly;
///
/// Whether or not the injector is able to draw from or inject from mobs
///
///
/// for example: droppers would ignore mobs
///
[DataField]
public bool IgnoreMobs;
///
/// Whether or not the injector is able to draw from or inject into containers that are closed/sealed
///
///
/// for example: droppers can not inject into cans, but syringes can
///
[DataField]
public bool IgnoreClosed = true;
///
/// The minimum amount of solution that can be transferred at once from this solution.
///
[DataField("minTransferAmount")]
public FixedPoint2 MinimumTransferAmount = FixedPoint2.New(5);
///
/// The maximum amount of solution that can be transferred at once from this solution.
///
[DataField("maxTransferAmount")]
public FixedPoint2 MaximumTransferAmount = FixedPoint2.New(15);
///
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
///
[DataField]
[AutoNetworkedField]
public FixedPoint2 TransferAmount = FixedPoint2.New(5);
///
/// Injection delay (seconds) when the target is a mob.
///
///
/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
/// in combat mode.
///
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(5);
///
/// Each additional 1u after first 5u increases the delay by X seconds.
///
[DataField]
public TimeSpan DelayPerVolume = TimeSpan.FromSeconds(0.1);
///
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
///
[AutoNetworkedField]
[DataField]
public InjectorToggleMode ToggleState = InjectorToggleMode.Draw;
///
/// Reagents that are allowed to be within this injector.
/// If a solution has both allowed and non-allowed reagents, only allowed reagents will be drawn into this injector.
/// A null ReagentWhitelist indicates all reagents are allowed.
///
[DataField]
public List>? ReagentWhitelist = null;
#region Arguments for injection doafter
///
[DataField]
public bool NeedHand = true;
///
[DataField]
public bool BreakOnHandChange = true;
///
[DataField]
public float MovementThreshold = 0.1f;
#endregion
}
///
/// Possible modes for an .
///
public enum InjectorToggleMode : byte
{
///
/// The injector will try to inject reagent into things.
///
Inject,
///
/// The injector will try to draw reagent from things.
///
Draw
}