using System.Collections.Generic;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Interactable
{
///
/// Not to be confused with Multitool (power)
///
[RegisterComponent]
public class MultiToolComponent : Component, IUse
{
[DataDefinition]
public class ToolEntry
{
[DataField("behavior")] public ToolQuality Behavior { get; private set; } = ToolQuality.None;
[field: DataField("state")]
public string State { get; } = string.Empty;
[field: DataField("texture")]
public string Texture { get; } = string.Empty;
[field: DataField("sprite")]
public string Sprite { get; } = string.Empty;
[field: DataField("useSound")]
public string Sound { get; } = string.Empty;
[field: DataField("useSoundCollection")]
public string SoundCollection { get; } = string.Empty;
[field: DataField("changeSound")]
public string ChangeSound { get; } = string.Empty;
}
public override string Name => "MultiTool";
public override uint? NetID => ContentNetIDs.MULTITOOLS;
[DataField("tools")] private List _tools = new();
private int _currentTool = 0;
private AudioSystem _audioSystem;
private ToolComponent _tool;
private SpriteComponent _sprite;
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _tool);
Owner.TryGetComponent(out _sprite);
_audioSystem = EntitySystem.Get();
SetTool();
}
public void Cycle()
{
_currentTool = (_currentTool + 1) % _tools.Count;
SetTool();
var current = _tools[_currentTool];
if(!string.IsNullOrEmpty(current.ChangeSound))
_audioSystem.PlayFromEntity(current.ChangeSound, Owner);
}
private void SetTool()
{
if (_tool == null) return;
var current = _tools[_currentTool];
_tool.UseSound = current.Sound;
_tool.UseSoundCollection = current.SoundCollection;
_tool.Qualities = current.Behavior;
if (_sprite == null) return;
if (string.IsNullOrEmpty(current.Texture))
if (!string.IsNullOrEmpty(current.Sprite))
_sprite.LayerSetState(0, current.State, current.Sprite);
else
_sprite.LayerSetState(0, current.State);
else
_sprite.LayerSetTexture(0, current.Texture);
Dirty();
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Cycle();
return true;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new MultiToolComponentState(_tool.Qualities);
}
}
}