using Content.Shared.Interaction;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedBuckleSystem))]
public sealed class BuckleComponent : Component
{
///
/// The range from which this entity can buckle to a .
/// Separated from normal interaction range to fix the "someone buckled to a strap
/// across a table two tiles away" problem.
///
[DataField("range")]
[ViewVariables(VVAccess.ReadWrite)]
public float Range = SharedInteractionSystem.InteractionRange / 1.4f;
///
/// True if the entity is buckled, false otherwise.
///
[ViewVariables(VVAccess.ReadWrite)]
public bool Buckled;
[ViewVariables]
public EntityUid? LastEntityBuckledTo;
///
/// Whether or not collisions should be possible with the entity we are strapped to
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("dontCollide")]
public bool DontCollide;
///
/// Whether or not we should be allowed to pull the entity we are strapped to
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("pullStrap")]
public bool PullStrap;
///
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
///
[DataField("delay")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
///
/// The time that this entity buckled at.
///
[ViewVariables]
public TimeSpan BuckleTime;
///
/// The strap that this component is buckled to.
///
[ViewVariables]
public EntityUid? BuckledTo;
///
/// The amount of space that this entity occupies in a
/// .
///
[DataField("size")]
[ViewVariables(VVAccess.ReadWrite)]
public int Size = 100;
///
/// Used for client rendering
///
[ViewVariables]
public int? OriginalDrawDepth;
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, EntityUid? buckledTo, EntityUid? lastEntityBuckledTo,
bool dontCollide)
{
Buckled = buckled;
BuckledTo = buckledTo;
LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide;
}
public readonly bool Buckled;
public readonly EntityUid? BuckledTo;
public readonly EntityUid? LastEntityBuckledTo;
public readonly bool DontCollide;
}
[ByRefEvent]
public readonly record struct BuckleAttemptEvent(EntityUid StrapEntity, EntityUid BuckledEntity, bool Buckling, bool Cancelled = false);
[ByRefEvent]
public readonly record struct BuckleChangeEvent(EntityUid StrapEntity, EntityUid BuckledEntity, bool Buckling);
[Serializable, NetSerializable]
public enum BuckleVisuals
{
Buckled
}