using Content.Shared.Alert; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Buckle.Components; public enum StrapPosition { /// /// (Default) Makes no change to the buckled mob /// None = 0, /// /// Makes the mob stand up /// Stand, /// /// Makes the mob lie down /// Down } [RegisterComponent, NetworkedComponent] public sealed class StrapComponent : Component { /// /// The change in position to the strapped mob /// [DataField("position")] public StrapPosition Position { get; set; } = StrapPosition.None; /// /// The entity that is currently buckled here /// public readonly HashSet BuckledEntities = new(); /// /// The distance above which a buckled entity will be automatically unbuckled. /// Don't change it unless you really have to /// [DataField("maxBuckleDistance", required: false)] public float MaxBuckleDistance = 0.1f; /// /// Gets and clamps the buckle offset to MaxBuckleDistance /// public Vector2 BuckleOffset => Vector2.Clamp( BuckleOffsetUnclamped, Vector2.One * -MaxBuckleDistance, Vector2.One * MaxBuckleDistance); /// /// The buckled entity will be offset by this amount from the center of the strap object. /// If this offset it too big, it will be clamped to /// [DataField("buckleOffset", required: false)] [Access(Other = AccessPermissions.ReadWrite)] public Vector2 BuckleOffsetUnclamped = Vector2.Zero; /// /// The angle in degrees to rotate the player by when they get strapped /// [DataField("rotation")] public int Rotation { get; set; } /// /// The size of the strap which is compared against when buckling entities /// [DataField("size")] public int Size { get; set; } = 100; /// /// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled /// public bool Enabled { get; set; } = true; /// /// You can specify the offset the entity will have after unbuckling. /// [DataField("unbuckleOffset", required: false)] public Vector2 UnbuckleOffset = Vector2.Zero; /// /// The sound to be played when a mob is buckled /// [DataField("buckleSound")] public SoundSpecifier BuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/buckle.ogg"); /// /// The sound to be played when a mob is unbuckled /// [DataField("unbuckleSound")] public SoundSpecifier UnbuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg"); /// /// ID of the alert to show when buckled /// [DataField("buckledAlertType")] public AlertType BuckledAlertType { get; } = AlertType.Buckled; /// /// The sum of the sizes of all the buckled entities in this strap /// public int OccupiedSize { get; set; } } [Serializable, NetSerializable] public sealed class StrapComponentState : ComponentState { /// /// The change in position that this strap makes to the strapped mob /// public StrapPosition Position; public float MaxBuckleDistance; public Vector2 BuckleOffsetClamped; public HashSet BuckledEntities; public StrapComponentState(StrapPosition position, Vector2 offset, HashSet buckled, float maxBuckleDistance) { Position = position; BuckleOffsetClamped = offset; BuckledEntities = buckled; MaxBuckleDistance = maxBuckleDistance; } } [Serializable, NetSerializable] public enum StrapVisuals : byte { RotationAngle, State }