using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components;
///
/// Use this component if the grenade splits into entities that make use of Timers
/// or if you just want it to throw entities out in the world
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedScatteringGrenadeSystem))]
public sealed partial class ScatteringGrenadeComponent : Component
{
public Container Container = default!;
[DataField]
public EntityWhitelist? Whitelist;
///
/// What we fill our prototype with if we want to pre-spawn with entities.
///
[DataField]
public EntProtoId? FillPrototype;
///
/// If we have a pre-fill how many more can we spawn.
///
[ViewVariables(VVAccess.ReadOnly), AutoNetworkedField]
public int UnspawnedCount;
///
/// Max amount of entities inside the container
///
[DataField]
public int Capacity = 3;
///
/// Number of grenades currently contained in the cluster (both spawned and unspawned)
///
[ViewVariables(VVAccess.ReadOnly)]
public int Count => UnspawnedCount + Container.ContainedEntities.Count;
///
/// Decides if contained entities trigger after getting launched
///
[DataField]
public bool TriggerContents = true;
#region Trigger time parameters for scattered entities
///
/// Minimum delay in seconds before any entities start to be triggered.
///
[DataField]
public float DelayBeforeTriggerContents = 1.0f;
///
/// Maximum delay in seconds to add between individual entity triggers
///
[DataField]
public float IntervalBetweenTriggersMax;
///
/// Minimum delay in seconds to add between individual entity triggers
///
[DataField]
public float IntervalBetweenTriggersMin;
#endregion
#region Throwing parameters for the scattered entities
///
/// Should the angle the entities get thrown at be random
/// instead of uniformly distributed
///
[DataField]
public bool RandomAngle;
///
/// The speed at which the entities get thrown
///
[DataField]
public float Velocity = 5;
///
/// Static distance grenades will be thrown to if RandomDistance is false.
///
[DataField]
public float Distance = 1f;
///
/// Should the distance the entities get thrown be random
///
[DataField]
public bool RandomDistance;
///
/// Max distance grenades can randomly be thrown to.
///
[DataField]
public float RandomThrowDistanceMax = 2.5f;
///
/// Minimal distance grenades can randomly be thrown to.
///
[DataField]
public float RandomThrowDistanceMin;
#endregion
///
/// Whether the main grenade has been triggered or not
/// We need to store this because we are only allowed to spawn and trigger timed entities on the next available frame update
///
public bool IsTriggered = false;
}