#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class AnchorableComponent : Component, IInteractUsing
{
public override string Name => "Anchorable";
int IInteractUsing.Priority { get => 1; }
///
/// Checks if a tool can change the anchored status.
///
/// The user doing the action
/// The tool being used, can be null if forcing it
/// The physics component of the owning entity
/// Whether or not to check if the tool is valid
/// true if it is valid, false otherwise
private bool Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] out ICollidableComponent collidable, bool force = false)
{
if (!Owner.TryGetComponent(out collidable))
{
return false;
}
if (!force)
{
if (utilizing == null ||
!utilizing.TryGetComponent(out ToolComponent tool) ||
!tool.UseTool(user, Owner, ToolQuality.Anchoring))
{
return false;
}
}
return true;
}
///
/// Tries to anchor the owner of this component.
///
/// The entity doing the anchoring
/// The tool being used, if any
/// Whether or not to ignore valid tool checks
/// true if anchored, false otherwise
public bool TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Valid(user, utilizing, out var physics, force))
{
return false;
}
physics.Anchored = true;
return true;
}
///
/// Tries to unanchor the owner of this component.
///
/// The entity doing the unanchoring
/// The tool being used, if any
/// Whether or not to ignore valid tool checks
/// true if unanchored, false otherwise
public bool TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Valid(user, utilizing, out var physics, force))
{
return false;
}
physics.Anchored = false;
return true;
}
///
/// Tries to toggle the anchored status of this component's owner.
///
/// The entity doing the unanchoring
/// The tool being used, if any
/// Whether or not to ignore valid tool checks
/// true if toggled, false otherwise
private bool TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out ICollidableComponent collidable))
{
return false;
}
return collidable.Anchored ?
TryUnAnchor(user, utilizing, force) :
TryAnchor(user, utilizing, force);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent();
}
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
}