using Robust.Shared.GameStates;
namespace Content.Shared.Power.Components;
///
/// Attempts to link with a nearby s
/// so that it can receive power from a .
///
[NetworkedComponent]
public abstract partial class SharedApcPowerReceiverComponent : Component
{
///
/// If true, this entity either doesn't need power, or is currently receiving the power it needs.
///
[ViewVariables]
public bool Powered;
///
/// When false, causes this to appear powered even if not receiving power from an Apc.
///
[DataField]
public bool NeedsPower = true;
///
/// When true, causes this to never appear powered.
///
[DataField]
public virtual bool PowerDisabled { get; set; }
///
/// Amount of power this needs from an APC to function, in watts.
///
[DataField("powerLoad")]
public virtual float Load { get; set; }
}