using Content.Server.Atmos;
using Content.Shared.Physics;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
namespace Content.Server.Storage.Components;
[RegisterComponent]
public sealed class EntityStorageComponent : Component, IGasMixtureHolder
{
public readonly float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
public const float GasMixVolume = 70f;
public static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
public TimeSpan LastInternalOpenAttempt;
///
/// Collision masks that get removed when the storage gets opened.
///
public readonly int MasksToRemove = (int) (
CollisionGroup.MidImpassable |
CollisionGroup.HighImpassable |
CollisionGroup.LowImpassable);
///
/// Collision masks that were removed from ANY layer when the storage was opened;
///
[DataField("removedMasks")]
public int RemovedMasks;
[ViewVariables]
[DataField("capacity")]
public int Capacity = 30;
[ViewVariables]
[DataField("isCollidableWhenOpen")]
public bool IsCollidableWhenOpen;
///
/// If true, it opens the storage when the entity inside of it moves
/// If false, it prevents the storage from opening when the entity inside of it moves.
/// This is for objects that you want the player to move while inside, like large cardboard boxes, without opening the storage.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("openOnMove")]
public bool OpenOnMove = true;
//The offset for where items are emptied/vacuumed for the EntityStorage.
[DataField("enteringOffset")]
public Vector2 EnteringOffset = new(0, 0);
//The collision groups checked, so that items are depositied or grabbed from inside walls.
[DataField("enteringOffsetCollisionFlags")]
public readonly CollisionGroup EnteringOffsetCollisionFlags = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
[ViewVariables]
[DataField("enteringRange")]
public float EnteringRange = 0.18f;
[DataField("showContents")]
public bool ShowContents;
[DataField("occludesLight")]
public bool OccludesLight = true;
[DataField("deleteContentsOnDestruction")]
public bool DeleteContentsOnDestruction = false;
///
/// Whether or not the container is sealed and traps air inside of it
///
[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
public bool Airtight = true;
[DataField("open")]
public bool Open;
[DataField("closeSound")]
public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/Effects/closetclose.ogg");
[DataField("openSound")]
public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/Effects/closetopen.ogg");
///
/// Whitelist for what entities are allowed to be inserted into this container. If this is not null, the
/// standard requirement that the entity must be an item or mob is waived.
///
[DataField("whitelist")]
public EntityWhitelist? Whitelist;
[ViewVariables]
public Container Contents = default!;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsWeldedShut;
///
/// Gas currently contained in this entity storage.
/// None while open. Grabs gas from the atmosphere when closed, and exposes any entities inside to it.
///
[ViewVariables(VVAccess.ReadWrite)]
public GasMixture Air { get; set; } = new (GasMixVolume);
}
public sealed class InsertIntoEntityStorageAttemptEvent : CancellableEntityEventArgs { }
public sealed class StoreMobInItemContainerAttemptEvent : CancellableEntityEventArgs
{
public bool Handled = false;
}
public sealed class StorageOpenAttemptEvent : CancellableEntityEventArgs
{
public bool Silent = false;
public StorageOpenAttemptEvent (bool silent = false)
{
Silent = silent;
}
}
public sealed class StorageAfterOpenEvent : EventArgs { }
public sealed class StorageCloseAttemptEvent : CancellableEntityEventArgs { }
public sealed class StorageBeforeCloseEvent : EventArgs
{
public EntityUid Container;
public HashSet Contents;
///
/// Entities that will get inserted, regardless of any insertion or whitelist checks.
///
public HashSet BypassChecks = new();
public StorageBeforeCloseEvent(EntityUid container, HashSet contents)
{
Container = container;
Contents = contents;
}
}
public sealed class StorageAfterCloseEvent : EventArgs { }