using Content.Server.StationEvents.Events;
using Content.Shared.Doors.Components;
using Content.Shared.Light.Components;
using Content.Shared.Radio;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents.Components;
///
/// Solar Flare event specific configuration
///
[RegisterComponent, Access(typeof(SolarFlareRule))]
public sealed partial class SolarFlareRuleComponent : Component
{
///
/// If true, only headsets affected, but e.g. handheld radio will still work
///
[DataField("onlyJamHeadsets")]
public bool OnlyJamHeadsets;
///
/// Channels that will be disabled for a duration of event
///
[DataField]
public HashSet> AffectedChannels = new();
///
/// List of extra channels that can be random disabled on top of the starting channels.
///
///
/// Channels are not removed from this, so its possible to roll the same channel multiple times.
///
[DataField]
public List> ExtraChannels = new();
///
/// Number of times to roll a channel from ExtraChannels.
///
///
/// Channels are not removed from it, so its possible to roll the same channel multiple times.
///
[DataField("extraCount")]
public uint ExtraCount;
///
/// The collection of lights that will be affected by the solar flare event.
///
[DataField]
public HashSet<(EntityUid, PoweredLightComponent)> AffectedLights = [];
///
/// The collection of airlocks that will be affected by the solar flare event.
///
[DataField]
public HashSet<(EntityUid, AirlockComponent)> AffectedAirlocks = [];
///
/// Chance light bulb breaks per second during event
///
[DataField("lightBreakChancePerSecond")]
public float LightBreakChancePerSecond;
///
/// Chance door toggles per second during event
///
[DataField("doorToggleChancePerSecond")]
public float DoorToggleChancePerSecond;
}