using Content.Shared.Damage;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent, Virtual]
[AutoGenerateComponentState]
public partial class GunComponent : Component
{
#region Sound
[ViewVariables(VVAccess.ReadWrite), DataField("soundGunshot")]
public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("soundEmpty")]
public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
///
/// Sound played when toggling the for this gun.
///
[ViewVariables(VVAccess.ReadWrite), DataField("soundMode")]
public SoundSpecifier? SoundModeToggle = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
#endregion
#region Recoil
// These values are very small for now until we get a debug overlay and fine tune it
///
/// A scalar value applied to the vector governing camera recoil.
/// If 0, there will be no camera recoil.
///
[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float CameraRecoilScalar = 1f;
///
/// Last time the gun fired.
/// Used for recoil purposes.
///
[DataField("lastFire")]
public TimeSpan LastFire = TimeSpan.Zero;
///
/// What the current spread is for shooting. This gets changed every time the gun fires.
///
[DataField("currentAngle")]
[AutoNetworkedField]
public Angle CurrentAngle;
///
/// How much the spread increases every time the gun fires.
///
[ViewVariables(VVAccess.ReadWrite), DataField("angleIncrease")]
public Angle AngleIncrease = Angle.FromDegrees(0.5);
///
/// How much the decreases per second.
///
[DataField("angleDecay")]
public Angle AngleDecay = Angle.FromDegrees(4);
///
/// The maximum angle allowed for
///
[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
[AutoNetworkedField]
public Angle MaxAngle = Angle.FromDegrees(2);
///
/// The minimum angle allowed for
///
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
[AutoNetworkedField]
public Angle MinAngle = Angle.FromDegrees(1);
#endregion
///
/// Whether this gun is shot via the use key or the alt-use key.
///
[ViewVariables(VVAccess.ReadWrite), DataField("useKey"), AutoNetworkedField]
public bool UseKey = true;
///
/// Where the gun is being requested to shoot.
///
[ViewVariables]
public EntityCoordinates? ShootCoordinates = null;
///
/// Used for tracking semi-auto / burst
///
[ViewVariables]
[AutoNetworkedField]
public int ShotCounter = 0;
///
/// How many times it shoots per second.
///
[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
[AutoNetworkedField]
public float FireRate = 8f;
///
/// Starts fire cooldown when equipped if true.
///
[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
public bool ResetOnHandSelected = true;
///
/// Type of ammo the gun can work with
///
[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
public List>? CompatibleAmmo;
///
/// Damage the gun deals when used with wrong ammo
///
[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
public DamageSpecifier? DamageOnWrongAmmo = null;
///
/// How fast the projectile moves.
///
[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
public float ProjectileSpeed = 25f;
///
/// When the gun is next available to be shot.
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
///
[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
public TimeSpan NextFire = TimeSpan.Zero;
///
/// What firemodes can be selected.
///
[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
[AutoNetworkedField]
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
///
/// What firemode is currently selected.
///
[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
[AutoNetworkedField]
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
///
/// Whether or not information about
/// the gun will be shown on examine.
///
[DataField("showExamineText")]
public bool ShowExamineText = true;
///
/// Whether or not someone with the
/// clumsy trait can shoot this
///
[DataField("clumsyProof"), ViewVariables(VVAccess.ReadWrite)]
public bool ClumsyProof = false;
}
[Flags]
public enum SelectiveFire : byte
{
Invalid = 0,
// Combat mode already functions as the equivalent of Safety
SemiAuto = 1 << 0,
Burst = 1 << 1,
FullAuto = 1 << 2, // Not in the building!
}