using System;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Buckle
{
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable
{
public sealed override string Name => "Buckle";
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
///
/// True if the entity is buckled, false otherwise.
///
public abstract bool Buckled { get; }
public abstract bool TryBuckle(IEntity user, IEntity to);
bool IActionBlocker.CanMove()
{
return !Buckled;
}
bool IActionBlocker.CanChangeDirection()
{
return !Buckled;
}
bool IEffectBlocker.CanFall()
{
return !Buckled;
}
bool IDraggable.CanDrop(CanDropEventArgs args)
{
return args.Target.HasComponent();
}
public bool Drop(DragDropEventArgs args)
{
return TryBuckle(args.User, args.Target);
}
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, int? drawDepth) : base(ContentNetIDs.BUCKLE)
{
Buckled = buckled;
DrawDepth = drawDepth;
}
public bool Buckled { get; }
public int? DrawDepth;
}
[Serializable, NetSerializable]
public enum BuckleVisuals
{
Buckled
}
[Serializable, NetSerializable]
public abstract class BuckleChangeMessage : ComponentMessage
{
///
/// Constructs a new instance of
///
/// The entity that had its buckling status changed
/// The strap that the entity was buckled to or unbuckled from
/// True if the entity was buckled, false otherwise
protected BuckleChangeMessage(IEntity entity, IEntity strap, bool buckled)
{
Entity = entity;
Strap = strap;
Buckled = buckled;
}
///
/// The entity that had its buckling status changed
///
public IEntity Entity { get; }
///
/// The strap that the entity was buckled to or unbuckled from
///
public IEntity Strap { get; }
///
/// True if the entity was buckled, false otherwise.
///
public bool Buckled { get; }
}
[Serializable, NetSerializable]
public class BuckleMessage : BuckleChangeMessage
{
///
/// Constructs a new instance of
///
/// The entity that had its buckling status changed
/// The strap that the entity was buckled to or unbuckled from
public BuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, true)
{
}
}
[Serializable, NetSerializable]
public class UnbuckleMessage : BuckleChangeMessage
{
///
/// Constructs a new instance of
///
/// The entity that had its buckling status changed
/// The strap that the entity was buckled to or unbuckled from
public UnbuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, false)
{
}
}
}