using Content.Shared._Afterlight.ThirdDimension;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
namespace Content.Server._Afterlight.ThirdDimension;
///
/// This handles...
///
public sealed class LadderSystem : EntitySystem
{
[Dependency] private readonly SharedZLevelSystem _zLevel = default!;
[Dependency] private readonly TransformSystem _transform = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnInteractHand);
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator();
while (query.MoveNext(out _, out var ladder, out var xform))
{
if (!ladder.Primary || Deleted(ladder.OtherHalf))
return;
// Track it, it "hangs" from above.
_transform.SetWorldPosition(ladder.OtherHalf.Value, _transform.GetWorldPosition(xform));
}
}
private void OnInteractHand(EntityUid uid, LadderComponent component, InteractHandEvent args)
{
EnsureOpposing(uid, component);
_zLevel.TryTraverse(!component.Primary, args.User);
}
private void EnsureOpposing(EntityUid uid, LadderComponent ladder)
{
if (!ladder.Primary || !Deleted(ladder.OtherHalf))
return;
var parentXform = Transform(uid);
var maybeBelow = _zLevel.MapBelow[(int) parentXform.MapID];
if (maybeBelow is not {} below)
return;
var newCoords = new MapCoordinates(_transform.GetWorldPosition(parentXform), below);
ladder.OtherHalf = Spawn(ladder.OtherHalfProto, newCoords);
}
}