using System.Numerics;
using Content.Shared.Physics;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Storage.Components;
[NetworkedComponent]
public abstract partial class SharedEntityStorageComponent : Component
{
public readonly float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
public static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
public TimeSpan NextInternalOpenAttempt;
///
/// 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]
public int RemovedMasks;
///
/// The total amount of items that can fit in one entitystorage
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public int Capacity = 30;
///
/// Whether or not the entity still has collision when open
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
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.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool OpenOnMove = true;
//The offset for where items are emptied/vacuumed for the EntityStorage.
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 EnteringOffset = new(0, 0);
//The collision groups checked, so that items are depositied or grabbed from inside walls.
[DataField, ViewVariables(VVAccess.ReadWrite)]
public CollisionGroup EnteringOffsetCollisionFlags = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
///
/// How close you have to be to the "entering" spot to be able to enter
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float EnteringRange = 0.18f;
///
/// If true, there may be mobs inside the container, even if the container is an Item
///
[DataField]
public bool ItemCanStoreMobs = false;
///
/// Whether or not to show the contents when the storage is closed
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool ShowContents;
///
/// Whether or not light is occluded by the storage
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool OccludesLight = true;
///
/// Whether or not all the contents stored should be deleted with the entitystorage
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool DeleteContentsOnDestruction;
///
/// Whether or not the container is sealed and traps air inside of it
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Airtight = true;
///
/// Whether or not the entitystorage is open or closed
///
[DataField]
public bool Open;
///
/// The sound made when closed
///
[DataField]
public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/Effects/closetclose.ogg");
///
/// The sound made when open
///
[DataField]
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]
public EntityWhitelist? Whitelist;
///
/// The contents of the storage
///
[ViewVariables]
public Container Contents = default!;
}
[Serializable, NetSerializable]
public sealed class EntityStorageComponentState : ComponentState
{
public bool Open;
public int Capacity;
public bool IsCollidableWhenOpen;
public bool OpenOnMove;
public float EnteringRange;
public TimeSpan NextInternalOpenAttempt;
public EntityStorageComponentState(bool open, int capacity, bool isCollidableWhenOpen, bool openOnMove, float enteringRange, TimeSpan nextInternalOpenAttempt)
{
Open = open;
Capacity = capacity;
IsCollidableWhenOpen = isCollidableWhenOpen;
OpenOnMove = openOnMove;
EnteringRange = enteringRange;
NextInternalOpenAttempt = nextInternalOpenAttempt;
}
}
[ByRefEvent]
public record struct InsertIntoEntityStorageAttemptEvent(bool Cancelled = false);
[ByRefEvent]
public record struct StoreMobInItemContainerAttemptEvent(bool Handled, bool Cancelled = false);
[ByRefEvent]
public record struct StorageOpenAttemptEvent(EntityUid User, bool Silent, bool Cancelled = false);
[ByRefEvent]
public readonly record struct StorageBeforeOpenEvent;
[ByRefEvent]
public readonly record struct StorageAfterOpenEvent;
[ByRefEvent]
public record struct StorageCloseAttemptEvent(bool Cancelled = false);
[ByRefEvent]
public readonly record struct StorageBeforeCloseEvent(HashSet Contents, HashSet BypassChecks);
[ByRefEvent]
public readonly record struct StorageAfterCloseEvent;