using Content.Shared.Actions.ActionTypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent, Virtual]
public 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
///
/// Last time the gun fired.
/// Used for recoil purposes.
///
[ViewVariables, DataField("lastFire")]
public TimeSpan LastFire = TimeSpan.Zero;
///
/// What the current spread is for shooting. This gets changed every time the gun fires.
///
[ViewVariables, DataField("currentAngle")]
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.
///
[ViewVariables, DataField("angleDecay")]
public Angle AngleDecay = Angle.FromDegrees(4);
///
/// The maximum angle allowed for
///
[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
public Angle MaxAngle = Angle.FromDegrees(2);
///
/// The minimum angle allowed for
///
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
public Angle MinAngle = Angle.FromDegrees(1);
#endregion
///
/// Where the gun is being requested to shoot.
///
[ViewVariables]
public EntityCoordinates? ShootCoordinates = null;
///
/// Used for tracking semi-auto / burst
///
[ViewVariables]
public int ShotCounter = 0;
///
/// How many times it shoots per second.
///
[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
public float FireRate = 8f;
///
/// 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.
///
[ViewVariables, DataField("nextFire")]
public TimeSpan NextFire = TimeSpan.Zero;
///
/// What firemodes can be selected.
///
[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
///
/// What firemode is currently selected.
///
[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
[DataField("selectModeAction")]
public InstantAction? SelectModeAction;
}
[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!
}