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) { } } }