using System;
using Content.Server.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Projectiles
{
///
/// Adds stun when it collides with an entity
///
[RegisterComponent]
public sealed class StunnableProjectileComponent : Component, ICollideBehavior
{
public override string Name => "StunnableProjectile";
// See stunnable for what these do
private int _stunAmount;
private int _knockdownAmount;
private int _slowdownAmount;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stunAmount, "stunAmount", 0);
serializer.DataField(ref _knockdownAmount, "knockdownAmount", 0);
serializer.DataField(ref _slowdownAmount, "slowdownAmount", 0);
}
public override void Initialize()
{
base.Initialize();
if (!Owner.HasComponent())
{
Logger.Error("StunProjectile entity must have a ProjectileComponent");
throw new InvalidOperationException();
}
}
void ICollideBehavior.CollideWith(IEntity entity)
{
if (entity.TryGetComponent(out StunnableComponent stunnableComponent))
{
stunnableComponent.Stun(_stunAmount);
stunnableComponent.Knockdown(_knockdownAmount);
stunnableComponent.Slowdown(_slowdownAmount);
}
}
void ICollideBehavior.PostCollide(int collidedCount) {}
}
}