using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Burial.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class GraveComponent : Component
{
///
/// How long it takes to dig this grave, without modifiers
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DigDelay = TimeSpan.FromSeconds(15);
///
/// Modifier if digging yourself out by hand if buried alive
/// TODO: Handle digging with bare hands in the tools system
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float DigOutByHandModifier = 0.1f;
///
/// Sound to make when digging/filling this grave
///
[DataField, ViewVariables(VVAccess.ReadOnly)]
public SoundPathSpecifier DigSound = new SoundPathSpecifier("/Audio/Items/shovel_dig.ogg")
{
Params = AudioParams.Default.WithLoop(true)
};
///
/// Is this grave in the process of being dug/filled?
///
[DataField, ViewVariables(VVAccess.ReadOnly)]
public bool DiggingComplete = false;
[DataField, ViewVariables(VVAccess.ReadOnly)]
public EntityUid? Stream;
///
/// Auto-networked field to track shovel digging.
/// This makes sure a looping audio Stream isn't opened
/// on the client-side. (DoAfterId/EntityUid isn't serializable.)
///
[DataField, ViewVariables(VVAccess.ReadOnly), AutoNetworkedField]
public bool ActiveShovelDigging;
///
/// Tracks someone digging themself out of the grave
///
[DataField, ViewVariables(VVAccess.ReadOnly)]
public DoAfterId? HandDiggingDoAfter;
}