#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
public abstract class SharedRangedWeaponComponent : Component
{
// Each RangedWeapon should have a RangedWeapon component +
// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
public override string Name => "RangedWeapon";
public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
}
[Serializable, NetSerializable]
public sealed class RangedWeaponComponentState : ComponentState
{
public FireRateSelector FireRateSelector { get; }
public RangedWeaponComponentState(
FireRateSelector fireRateSelector
) : base(ContentNetIDs.RANGED_WEAPON)
{
FireRateSelector = fireRateSelector;
}
}
///
/// A component message raised when the weapon is fired at a position on the map.
///
[Serializable, NetSerializable]
public sealed class FirePosComponentMessage : ComponentMessage
{
///
/// If this is not invalid, the target position is relative to the grid.
/// Otherwise, it is a map position.
///
public GridId TargetGrid { get; }
///
/// If Target Grid is not invalid, this is relative to the grid, otherwise
/// it is a map position.
///
public Vector2 TargetPosition { get; }
///
/// Constructs a new instance of .
///
/// The grid that the target position is on, if any.
/// Target position relative to the grid, or a map position if the grid is invalid.
public FirePosComponentMessage(GridId targetGrid, Vector2 targetPosition)
{
TargetGrid = targetGrid;
TargetPosition = targetPosition;
}
}
}