using System.Numerics;
using Content.Server.Physics.Controllers;
namespace Content.Server.Physics.Components;
///
/// A component which makes its entity move around at random.
///
[RegisterComponent]
public sealed partial class RandomWalkComponent : Component
{
///
/// The minimum speed at which this entity will move.
///
[DataField("minSpeed")]
[ViewVariables(VVAccess.ReadWrite)]
public float MinSpeed = 7.5f;
///
/// The maximum speed at which this entity will move.
///
[DataField("maxSpeed")]
[ViewVariables(VVAccess.ReadWrite)]
public float MaxSpeed = 10f;
///
/// The amount of speed carried over when the speed updates.
///
[DataField("accumulatorRatio")]
[ViewVariables(VVAccess.ReadWrite)]
public float AccumulatorRatio = 0.0f;
///
/// The vector by which the random walk direction is biased.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 BiasVector = new Vector2(0f, 0f);
///
/// Whether to set BiasVector to (0, 0) every random walk update.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool ResetBiasOnWalk = true;
///
/// Whether this random walker should take a step immediately when it starts up.
///
[DataField("stepOnStartup")]
[ViewVariables(VVAccess.ReadOnly)]
public bool StepOnStartup = false;
#region Update Timing
///
/// The minimum amount of time between speed updates.
///
[DataField("minStepCooldown")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan MinStepCooldown { get; internal set; } = TimeSpan.FromSeconds(2.0);
///
/// The maximum amount of time between speed updates.
///
[DataField("maxStepCooldown")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan MaxStepCooldown { get; internal set; } = TimeSpan.FromSeconds(5.0);
///
/// The next time this should update its speed.
///
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(RandomWalkController))]
public TimeSpan NextStepTime { get; internal set; } = default!;
#endregion Update Timing
}