using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Components;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Weapons.Melee.Components;
///
/// This is used for a melee weapon that throws whatever gets hit by it in a line
/// until it hits a wall or a time limit is exhausted.
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(MeleeThrowOnHitSystem))]
[AutoGenerateComponentState]
public sealed partial class MeleeThrowOnHitComponent : Component
{
///
/// The speed at which hit entities should be thrown.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Speed = 10f;
///
/// How long hit entities remain thrown, max.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Lifetime = 3f;
///
/// How long we wait to start accepting collision.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MinLifetime = 0.05f;
///
/// Whether or not anchorable entities should be unanchored when hit.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool UnanchorOnHit;
///
/// Whether or not the throwing behavior occurs by default.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool Enabled = true;
}
///
/// Component used to track entities that have been yeeted by
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[Access(typeof(MeleeThrowOnHitSystem))]
public sealed partial class MeleeThrownComponent : Component
{
///
/// The velocity of the throw
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public Vector2 Velocity;
///
/// How long the throw will last.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Lifetime;
///
/// How long we wait to start accepting collision.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MinLifetime;
///
/// At what point in time will the throw be complete?
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
public TimeSpan ThrownEndTime;
///
/// At what point in time will the be exhausted
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
public TimeSpan MinLifetimeTime;
///
/// the status to which the entity will return when the thrown ends
///
[DataField]
public BodyStatus PreviousStatus;
}
///
/// Event raised before an entity is thrown by to see if a throw is allowed.
/// If not handled, the enabled field on the component will be used instead.
///
[ByRefEvent]
public record struct AttemptMeleeThrowOnHitEvent(EntityUid Hit, bool Cancelled = false, bool Handled = false);
[ByRefEvent]
public record struct MeleeThrowOnHitStartEvent(EntityUid User, EntityUid Used);
[ByRefEvent]
public record struct MeleeThrowOnHitEndEvent();