using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Reflect;
///
/// Entities with this component have a chance to reflect projectiles and hitscan shots
///
[RegisterComponent, NetworkedComponent]
public sealed class ReflectComponent : Component
{
///
/// Can only reflect when enabled
///
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
///
/// Reflect chance for hitscan weapons (lasers) and projectiles with heat damage (disabler)
///
[DataField("energeticChance"), ViewVariables(VVAccess.ReadWrite)]
public float EnergeticChance;
[DataField("kineticChance"), ViewVariables(VVAccess.ReadWrite)]
public float KineticChance;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite)]
public Angle Spread = Angle.FromDegrees(5);
[DataField("onReflect")]
public SoundSpecifier? OnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[Serializable, NetSerializable]
public sealed class ReflectComponentState : ComponentState
{
public bool Enabled;
public float EnergeticChance;
public float KineticChance;
public Angle Spread;
public ReflectComponentState(bool enabled, float energeticChance, float kineticChance, Angle spread)
{
Enabled = enabled;
EnergeticChance = energeticChance;
KineticChance = kineticChance;
Spread = spread;
}
}