using System.Threading;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Storage;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Medical.BiomassReclaimer
{
[RegisterComponent]
public sealed partial class BiomassReclaimerComponent : Component
{
///
/// This gets set for each mob it processes.
/// When it hits 0, there is a chance for the reclaimer to either spill blood or throw an item.
///
[ViewVariables]
public float RandomMessTimer = 0f;
///
/// The interval for .
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public TimeSpan RandomMessInterval = TimeSpan.FromSeconds(5);
///
/// This gets set for each mob it processes.
/// When it hits 0, spit out biomass.
///
[ViewVariables]
public float ProcessingTimer = default;
///
/// Amount of biomass that the mob being processed will yield.
/// This is calculated from the YieldPerUnitMass.
/// Also stores non-integer leftovers.
///
[ViewVariables]
public float CurrentExpectedYield = 0f;
///
/// The reagent that will be spilled while processing a mob.
///
[ViewVariables]
public string? BloodReagent;
///
/// Entities that can be randomly spawned while processing a mob.
///
public List SpawnedEntities = new();
///
/// How many units of biomass it produces for each unit of mass.
///
[ViewVariables(VVAccess.ReadWrite)]
public float YieldPerUnitMass = default;
///
/// The base yield per mass unit when no components are upgraded.
///
[DataField("baseYieldPerUnitMass")]
public float BaseYieldPerUnitMass = 0.4f;
///
/// Machine part whose rating modifies the yield per mass.
///
[DataField("machinePartYieldAmount", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string MachinePartYieldAmount = "MatterBin";
///
/// How much the machine part quality affects the yield.
/// Going up a tier will multiply the yield by this amount.
///
[DataField("partRatingYieldAmountMultiplier")]
public float PartRatingYieldAmountMultiplier = 1.25f;
///
/// How many seconds to take to insert an entity per unit of its mass.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float BaseInsertionDelay = 0.1f;
///
/// How much to multiply biomass yield from botany produce.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float ProduceYieldMultiplier = 0.25f;
///
/// The time it takes to process a mob, per mass.
///
[ViewVariables(VVAccess.ReadWrite)]
public float ProcessingTimePerUnitMass = default;
///
/// The base time per mass unit that it takes to process a mob
/// when no components are upgraded.
///
[DataField("baseProcessingTimePerUnitMass")]
public float BaseProcessingTimePerUnitMass = 0.5f;
///
/// The machine part that increses the processing speed.
///
[DataField("machinePartProcessSpeed", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string MachinePartProcessingSpeed = "Manipulator";
///
/// How much the machine part quality affects the yield.
/// Going up a tier will multiply the speed by this amount.
///
[DataField("partRatingSpeedMultiplier")]
public float PartRatingSpeedMultiplier = 1.35f;
///
/// Will this refuse to gib a living mob?
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public bool SafetyEnabled = true;
}
}