using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Chemistry.Components;
[Serializable, NetSerializable]
public sealed partial class InjectorDoAfterEvent : SimpleDoAfterEvent;
/// <summary>
/// Implements draw/inject behavior for droppers and syringes.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <seealso cref="SharedInjectorSystem"/>
/// <seealso cref="InjectorToggleMode"/>
[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.
public bool InjectOnly;
/// Whether or not the injector is able to draw from or inject from mobs
/// for example: droppers would ignore mobs
public bool IgnoreMobs;
/// The minimum amount of solution that can be transferred at once from this solution.
[DataField("minTransferAmount"), ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MinimumTransferAmount = FixedPoint2.New(5);
/// The maximum amount of solution that can be transferred at once from this solution.
[DataField("maxTransferAmount"), ViewVariables(VVAccess.ReadWrite)]
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, ViewVariables(VVAccess.ReadWrite)]
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, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Delay = TimeSpan.FromSeconds(5);
/// 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, ViewVariables(VVAccess.ReadWrite)]
public InjectorToggleMode ToggleState = InjectorToggleMode.Draw;
}
/// Possible modes for an <see cref="InjectorComponent"/>.
public enum InjectorToggleMode : byte
/// The injector will try to inject reagent into things.
Inject,
/// The injector will try to draw reagent from things.
Draw