using Content.Shared.Damage;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Prototypes;
namespace Content.Shared.Blocking.Components;
///
/// This component goes on an item that you want to use to block
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
public sealed partial class BlockingComponent : Component
{
///
/// The ID for the fixture that's dynamically created when blocking
///
public const string BlockFixtureId = "blocking-active";
///
/// The entity that's blocking
///
[DataField, AutoNetworkedField]
public EntityUid? User;
///
/// Is it currently raised and using its ?
///
[DataField, AutoNetworkedField]
public bool IsRaised;
///
/// The shape of the blocking fixture that will be dynamically spawned
///
[DataField]
public IPhysShape Shape = new PhysShapeCircle(0.5f);
///
/// The damage modifer to use while passively blocking
///
[DataField(required: true)]
public DamageModifierSet PassiveBlockModifier = default!;
///
/// Optional damage modifier to use while actively blocking.
/// If this is null, shield will use the PassiveBlockModifier instead.
///
[DataField]
public DamageModifierSet? ActiveBlockModifier;
[DataField]
public EntProtoId BlockingToggleAction = "ActionToggleBlock";
[DataField, AutoNetworkedField]
public EntityUid? BlockingToggleActionEntity;
///
/// The sound to be played when you get hit while actively blocking
///
[DataField]
public SoundSpecifier BlockSound =
new SoundPathSpecifier("/Audio/Weapons/block_metal1.ogg")
{
Params = AudioParams.Default.WithVariation(0.25f)
};
///
/// Fraction of original damage shield will take instead of user
/// when not blocking
///
[DataField]
public float PassiveBlockFraction = 0.5f;
///
/// Fraction of original damage shield will take instead of user
/// when blocking
///
[DataField]
public float ActiveBlockFraction = 1.0f;
}