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
}