#nullable enable
using System;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystemMessages.Pulling;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Physics;
using Content.Shared.Physics.Pull;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Pulling
{
public abstract class SharedPullableComponent : Component, ICollideSpecial, IRelayMoveInput
{
public override string Name => "Pullable";
public override uint? NetID => ContentNetIDs.PULLABLE;
[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
///
/// Only set in Puller->set! Only set in unison with _pullerPhysics!
///
private IEntity? _puller;
public IPhysBody? PullerPhysics { get; private set; }
private DistanceJoint? _pullJoint;
public float? MaxDistance => _pullJoint?.MaxLength;
private MapCoordinates? _movingTo;
///
/// The current entity pulling this component.
/// Setting this performs the entire setup process for pulling.
///
public virtual IEntity? Puller
{
get => _puller;
set
{
if (_puller == value)
{
return;
}
// New value. Abandon being pulled by any existing object.
if (_puller != null)
{
var oldPuller = _puller;
var oldPullerPhysics = PullerPhysics;
_puller = null;
Dirty();
PullerPhysics = null;
if (_physics != null && oldPullerPhysics != null)
{
var message = new PullStoppedMessage(oldPullerPhysics, _physics);
oldPuller.SendMessage(null, message);
Owner.SendMessage(null, message);
oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
_physics.WakeBody();
}
// else-branch warning is handled below
}
// Now that is settled, prepare to be pulled by a new object.
if (_physics == null)
{
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysBody.", Owner);
return;
}
if (value == null)
{
MovingTo = null;
}
else
{
// Pulling a new object : Perform sanity checks.
if (!_canStartPull(value))
{
return;
}
if (!value.TryGetComponent(out var pullerPhysics))
{
return;
}
if (!value.TryGetComponent(out var valuePuller))
{
return;
}
// Ensure that the puller is not currently pulling anything.
// If this isn't done, then it happens too late, and the start/stop messages go out of order,
// and next thing you know it thinks it's not pulling anything even though it is!
var oldPulling = valuePuller.Pulling;
if (oldPulling != null)
{
if (oldPulling.TryGetComponent(out SharedPullableComponent? pullable))
{
pullable.TryStopPull();
}
else
{
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? Someone transferred pulling to this component (on {0}) while presently pulling something that has no Pullable component (on {1})!", Owner, oldPulling);
return;
}
}
// Continue with pulling process.
var pullAttempt = new PullAttemptMessage(pullerPhysics, _physics);
value.SendMessage(null, pullAttempt);
if (pullAttempt.Cancelled)
{
return;
}
Owner.SendMessage(null, pullAttempt);
if (pullAttempt.Cancelled)
{
return;
}
// Pull start confirm
_puller = value;
Dirty();
PullerPhysics = pullerPhysics;
var message = new PullStartedMessage(PullerPhysics, _physics);
_puller.SendMessage(null, message);
Owner.SendMessage(null, message);
_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
var union = PullerPhysics.GetWorldAABB().Union(_physics.GetWorldAABB());
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
_physics.WakeBody();
_pullJoint = pullerPhysics.CreateDistanceJoint(_physics);
// _physics.BodyType = BodyType.Kinematic; // TODO: Need to consider their original bodytype
_pullJoint.CollideConnected = false;
_pullJoint.Length = length * 0.75f;
_pullJoint.MaxLength = length;
}
// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
}
}
public bool BeingPulled => Puller != null;
public MapCoordinates? MovingTo
{
get => _movingTo;
set
{
if (_movingTo == value)
{
return;
}
_movingTo = value;
if (value == null)
{
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PullableStopMovingMessage());
}
else
{
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PullableMoveMessage());
}
}
}
///
/// Sanity-check pull. This is called from Puller setter, so it will never deny a pull that's valid by setting Puller.
/// It might allow an impossible pull (i.e: puller has no PhysicsComponent somehow).
/// Ultimately this is only used separately to stop TryStartPull from cancelling a pull for no reason.
///
private bool _canStartPull(IEntity puller)
{
if (!puller.HasComponent())
{
return false;
}
if (_physics == null)
{
return false;
}
if (_physics.Anchored)
{
return false;
}
if (puller == Owner)
{
return false;
}
if (!puller.IsInSameOrNoContainer(Owner))
{
return false;
}
return true;
}
public bool TryStartPull(IEntity puller)
{
if (!_canStartPull(puller))
{
return false;
}
TryStopPull();
Puller = puller;
if (Puller != puller)
{
return false;
}
return true;
}
public bool TryStopPull()
{
if (!BeingPulled)
{
return false;
}
if (_physics != null && _pullJoint != null)
{
_physics.RemoveJoint(_pullJoint);
}
_pullJoint = null;
Puller = null;
return true;
}
public bool TogglePull(IEntity puller)
{
if (BeingPulled)
{
if (Puller == puller)
{
return TryStopPull();
}
else
{
TryStopPull();
return TryStartPull(puller);
}
}
return TryStartPull(puller);
}
public bool TryMoveTo(MapCoordinates to)
{
if (Puller == null)
{
return false;
}
if (_physics == null)
{
return false;
}
MovingTo = to;
return true;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new PullableComponentState(Puller?.Uid);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PullableComponentState state)
{
return;
}
if (state.Puller == null)
{
Puller = null;
return;
}
if (!Owner.EntityManager.TryGetEntity(state.Puller.Value, out var entity))
{
Logger.Error($"Invalid entity {state.Puller.Value} for pulling");
return;
}
Puller = entity;
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
if (message is not PullMessage pullMessage ||
pullMessage.Pulled.Owner != Owner)
{
return;
}
var pulledStatus = Owner.GetComponentOrNull();
switch (message)
{
case PullStartedMessage:
pulledStatus?.ShowAlert(AlertType.Pulled);
break;
case PullStoppedMessage:
pulledStatus?.ClearAlert(AlertType.Pulled);
break;
}
}
public override void OnRemove()
{
TryStopPull();
MovingTo = null;
base.OnRemove();
}
public bool PreventCollide(IPhysBody collidedWith)
{
if (_puller == null || _physics == null)
{
return false;
}
return (_physics.CollisionLayer & collidedWith.CollisionMask) == (int) CollisionGroup.MobImpassable;
}
// TODO: Need a component bus relay so all entities can use this and not just players
void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{
var entity = session.AttachedEntity;
if (entity == null || !ActionBlockerSystem.CanMove(entity)) return;
TryStopPull();
}
}
[Serializable, NetSerializable]
public class PullableComponentState : ComponentState
{
public readonly EntityUid? Puller;
public PullableComponentState(EntityUid? puller) : base(ContentNetIDs.PULLABLE)
{
Puller = puller;
}
}
}