#nullable enable
using System;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Buckle
{
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable, ICollideSpecial
{
public sealed override string Name => "Buckle";
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
[ComponentDependency] protected readonly IPhysBody? Physics;
///
/// The range from which this entity can buckle to a .
///
[ViewVariables]
[DataField("range")]
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
///
/// True if the entity is buckled, false otherwise.
///
public abstract bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; set; }
public bool IsOnStrapEntityThisFrame { get; set; }
public bool DontCollide { get; set; }
public abstract bool TryBuckle(IEntity? user, IEntity to);
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
if (collidedwith.Entity.Uid == LastEntityBuckledTo)
{
IsOnStrapEntityThisFrame = true;
return Buckled || DontCollide;
}
return false;
}
bool IActionBlocker.CanMove()
{
return !Buckled;
}
bool IActionBlocker.CanChangeDirection()
{
return !Buckled;
}
bool IEffectBlocker.CanFall()
{
return !Buckled;
}
bool IDraggable.CanDrop(CanDropEventArgs args)
{
return args.Target.HasComponent();
}
bool IDraggable.Drop(DragDropEventArgs args)
{
return TryBuckle(args.User, args.Target);
}
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, int? drawDepth, EntityUid? lastEntityBuckledTo, bool dontCollide) : base(ContentNetIDs.BUCKLE)
{
Buckled = buckled;
DrawDepth = drawDepth;
LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide;
}
public bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; }
public bool DontCollide { 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)
{
}
}
}