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;
///
/// Probability for a projectile to be reflected.
///
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite)]
public float ReflectProb;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite)]
public Angle Spread = Angle.FromDegrees(5);
[DataField("soundOnReflect")]
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[Serializable, NetSerializable]
public sealed class ReflectComponentState : ComponentState
{
public bool Enabled;
public float ReflectProb;
public Angle Spread;
public ReflectComponentState(bool enabled, float reflectProb, Angle spread)
{
Enabled = enabled;
ReflectProb = reflectProb;
Spread = spread;
}
}