using Content.Server.Storage.Components;
using Content.Shared.Inventory;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Shared.Storage.EntitySystems;
///
///
///
public sealed class MagnetPickupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
private static readonly TimeSpan ScanDelay = TimeSpan.FromSeconds(1);
private EntityQuery _physicsQuery;
public override void Initialize()
{
base.Initialize();
_physicsQuery = GetEntityQuery();
SubscribeLocalEvent(OnMagnetMapInit);
SubscribeLocalEvent(OnMagnetUnpaused);
}
private void OnMagnetUnpaused(EntityUid uid, MagnetPickupComponent component, ref EntityUnpausedEvent args)
{
component.NextScan += args.PausedTime;
}
private void OnMagnetMapInit(EntityUid uid, MagnetPickupComponent component, MapInitEvent args)
{
component.NextScan = _timing.CurTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
var currentTime = _timing.CurTime;
while (query.MoveNext(out var uid, out var comp, out var storage, out var xform, out var meta))
{
if (comp.NextScan > currentTime)
continue;
comp.NextScan += ScanDelay;
if (!_inventory.TryGetContainingSlot((uid, xform, meta), out var slotDef))
continue;
if ((slotDef.SlotFlags & comp.SlotFlags) == 0x0)
continue;
// No space
if (!_storage.HasSpace((uid, storage)))
continue;
var parentUid = xform.ParentUid;
var playedSound = false;
var finalCoords = xform.Coordinates;
var moverCoords = _transform.GetMoverCoordinates(uid, xform);
foreach (var near in _lookup.GetEntitiesInRange(uid, comp.Range, LookupFlags.Dynamic | LookupFlags.Sundries))
{
if (storage.Whitelist?.IsValid(near, EntityManager) == false)
continue;
if (!_physicsQuery.TryGetComponent(near, out var physics) || physics.BodyStatus != BodyStatus.OnGround)
continue;
if (near == parentUid)
continue;
// TODO: Probably move this to storage somewhere when it gets cleaned up
// TODO: This sucks but you need to fix a lot of stuff to make it better
// the problem is that stack pickups delete the original entity, which is fine, but due to
// game state handling we can't show a lerp animation for it.
var nearXform = Transform(near);
var nearMap = nearXform.MapPosition;
var nearCoords = EntityCoordinates.FromMap(moverCoords.EntityId, nearMap, _transform, EntityManager);
if (!_storage.Insert(uid, near, out var stacked, storageComp: storage, playSound: !playedSound))
continue;
// Play pickup animation for either the stack entity or the original entity.
if (stacked != null)
_storage.PlayPickupAnimation(stacked.Value, nearCoords, finalCoords, nearXform.LocalRotation);
else
_storage.PlayPickupAnimation(near, nearCoords, finalCoords, nearXform.LocalRotation);
playedSound = true;
}
}
}
}