#nullable enable
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Construction
{
///
/// Used for something that can be refined by welder.
/// For example, glass shard can be refined to glass sheet.
///
[RegisterComponent]
public class WelderRefinableComponent : Component, IInteractUsing
{
[ViewVariables]
[DataField("refineResult")]
private HashSet? _refineResult = new() { };
[ViewVariables]
[DataField("refineTime")]
private float _refineTime = 2f;
private bool _beingWelded;
public override string Name => "WelderRefinable";
async Task IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
// check if object is welder
if (!eventArgs.Using.TryGetComponent(out ToolComponent? tool))
return false;
// check if someone is already welding object
if (_beingWelded)
return false;
_beingWelded = true;
if (!await tool.UseTool(eventArgs.User, Owner, _refineTime, ToolQuality.Welding))
{
// failed to veld - abort refine
_beingWelded = false;
return false;
}
// get last owner coordinates and delete it
var resultPosition = Owner.Transform.Coordinates;
Owner.Delete();
// spawn each result afrer refine
foreach (var result in _refineResult!)
{
var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
// This is not a good way to do it.
if (droppedEnt.HasComponent())
Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
}
return true;
}
}
}