using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Reflect;
///
/// Entities with this component have a chance to reflect projectiles and hitscan shots
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ReflectComponent : Component
{
///
/// Can only reflect when enabled
///
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool Enabled = true;
///
/// What we reflect.
///
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
///
/// Probability for a projectile to be reflected.
///
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public Angle Spread = Angle.FromDegrees(45);
[DataField("soundOnReflect")]
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[Flags]
public enum ReflectType : byte
{
None = 0,
NonEnergy = 1 << 0,
Energy = 1 << 1,
}