#nullable enable
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class AnchorableComponent : Component, IInteractUsing
{
public override string Name => "Anchorable";
[ViewVariables]
public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
[ViewVariables]
int IInteractUsing.Priority => 1;
[ViewVariables(VVAccess.ReadWrite)]
public bool Snap { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Tool, "tool", ToolQuality.Anchoring);
serializer.DataField(this, x => x.Snap, "snap", false);
}
///
/// Checks if a tool can change the anchored status.
///
/// The user doing the action
/// The tool being used, can be null if forcing it
/// Whether or not to check if the tool is valid
/// true if it is valid, false otherwise
private async Task Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] bool force = false)
{
if (!Owner.HasComponent())
{
return false;
}
if (!force)
{
if (utilizing == null ||
!utilizing.TryGetComponent(out ToolComponent? tool) ||
!(await tool.UseTool(user, Owner, 0.5f, Tool)))
{
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 async Task TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent();
physics.Anchored = true;
if (Snap)
Owner.SnapToGrid(SnapGridOffset.Center, Owner.EntityManager);
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 async Task TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent();
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 async Task TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out IPhysicsComponent? physics))
{
return false;
}
return physics.Anchored ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent();
}
async Task IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
}