using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Explosion.Components
{
///
/// Raises a whenever an entity collides with a fixture attached to the owner of this component.
///
[RegisterComponent]
public sealed partial class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
{
public const string FixtureID = "trigger-on-proximity-fixture";
[ViewVariables]
public readonly Dictionary Colliding = new();
///
/// What is the shape of the proximity fixture?
///
[ViewVariables]
[DataField("shape")]
public IPhysShape Shape = new PhysShapeCircle(2f);
///
/// How long the the proximity trigger animation plays for.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("animationDuration")]
public TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.6f);
///
/// Whether the entity needs to be anchored for the proximity to work.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiresAnchored")]
public bool RequiresAnchored = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("enabled")]
public bool Enabled = true;
///
/// The minimum delay between repeating triggers.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("cooldown")]
public TimeSpan Cooldown = TimeSpan.FromSeconds(5);
///
/// When can the trigger run again?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("nextTrigger", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextTrigger = TimeSpan.Zero;
///
/// When will the visual state be updated again after activation?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("nextVisualUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextVisualUpdate = TimeSpan.Zero;
///
/// What speed should the other object be moving at to trigger the proximity fixture?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("triggerSpeed")]
public float TriggerSpeed = 3.5f;
///
/// If this proximity is triggered should we continually repeat it?
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("repeating")]
public bool Repeating = true;
///
/// What layer is the trigger fixture on?
///
[ViewVariables]
[DataField("layer", customTypeSerializer: typeof(FlagSerializer))]
public int Layer = (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable);
}
}