using Content.Shared.Targeting;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.CombatMode
{
///
/// Stores whether an entity is in "combat mode"
/// This is used to differentiate between regular item interactions or
/// using *everything* as a weapon.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(SharedCombatModeSystem))]
public sealed partial class CombatModeComponent : Component
{
#region Disarm
///
/// Whether we are able to disarm. This requires our active hand to be free.
/// False if it's toggled off for whatever reason, null if it's not possible.
///
[ViewVariables(VVAccess.ReadWrite), DataField("canDisarm")]
public bool? CanDisarm;
[DataField("disarmSuccessSound")]
public SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("disarmFailChance")]
public float BaseDisarmFailChance = 0.75f;
#endregion
[DataField("combatToggleAction", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string CombatToggleAction = "ActionCombatModeToggle";
[DataField("combatToggleActionEntity")]
public EntityUid? CombatToggleActionEntity;
[ViewVariables(VVAccess.ReadWrite), DataField("isInCombatMode"), AutoNetworkedField]
public bool IsInCombatMode;
[ViewVariables(VVAccess.ReadWrite), DataField("activeZone"), AutoNetworkedField]
public TargetingZone ActiveZone;
}
}