using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Reflect;
///
/// Entities with this component have a chance to reflect projectiles and hitscan shots
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ReflectComponent : Component
{
///
/// Can only reflect when enabled
///
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool Enabled = true;
///
/// What we reflect.
///
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public Angle Spread = Angle.FromDegrees(45);
[DataField("soundOnReflect")]
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
///
/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
///
[DataField]
public bool Innate = false;
///
/// Maximum probability for a projectile to be reflected.
///
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
///
/// The maximum velocity a wielder can move at before losing effectiveness.
///
[DataField]
public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
///
/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
///
[DataField]
public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
///
/// Minimum probability for a projectile to be reflected.
///
[DataField]
public float MinReflectProb = 0.1f;
}
[Flags]
public enum ReflectType : byte
{
None = 0,
NonEnergy = 1 << 0,
Energy = 1 << 1,
}