using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Salvage.Fulton;
///
/// Applies to the target so they teleport to after a time.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FultonComponent : Component
{
///
/// How long it takes to apply the fulton to an entity.
///
[ViewVariables(VVAccess.ReadWrite), DataField("applyDuration"), AutoNetworkedField]
public TimeSpan ApplyFultonDuration = TimeSpan.FromSeconds(3);
///
/// Linked fulton beacon.
///
[ViewVariables(VVAccess.ReadWrite), DataField("beacon"), AutoNetworkedField]
public EntityUid? Beacon;
///
/// Applies Removeable to the .
///
[ViewVariables(VVAccess.ReadWrite), DataField("removeable"), AutoNetworkedField]
public bool Removeable = true;
///
/// How long the fulton will remain before teleporting to the beacon.
///
[ViewVariables(VVAccess.ReadWrite), DataField("duration")]
public TimeSpan FultonDuration = TimeSpan.FromSeconds(45);
[ViewVariables(VVAccess.ReadWrite), DataField("whitelist"), AutoNetworkedField]
public EntityWhitelist? Whitelist = new()
{
Components = new[]
{
"Item",
"Anchorable"
}
};
///
/// Sound that gets played when fulton is applied.
///
///
[ViewVariables(VVAccess.ReadWrite), DataField("soundFulton"), AutoNetworkedField]
public SoundSpecifier? FultonSound = new SoundPathSpecifier("/Audio/Items/Mining/fultext_deploy.ogg");
}