using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components
{
public enum StrapPosition
{
///
/// (Default) Makes no change to the buckled mob
///
None = 0,
///
/// Makes the mob stand up
///
Stand,
///
/// Makes the mob lie down
///
Down
}
[NetworkedComponent()]
public abstract class SharedStrapComponent : Component, IDragDropOn
{
///
/// The change in position to the strapped mob
///
[DataField("position")]
public StrapPosition Position { get; set; } = StrapPosition.None;
///
/// The entity that is currently buckled here, synced from
///
public readonly HashSet BuckledEntities = new();
///
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
///
[DataField("maxBuckleDistance", required: false)]
public float MaxBuckleDistance = 0.1f;
///
/// Gets and clamps the buckle offset to MaxBuckleDistance
///
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
///
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to
///
[DataField("buckleOffset", required: false)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
{
if (!IoCManager.Resolve().TryGetComponent(eventArgs.Dragged, out SharedBuckleComponent? buckleComponent)) return false;
bool Ignored(EntityUid entity) => entity == eventArgs.User || entity == eventArgs.Dragged || entity == eventArgs.Target;
return EntitySystem.Get().InRangeUnobstructed(eventArgs.Target, eventArgs.Dragged, buckleComponent.Range, predicate: Ignored);
}
public abstract bool DragDropOn(DragDropEvent eventArgs);
}
[Serializable, NetSerializable]
public sealed class StrapComponentState : ComponentState
{
///
/// The change in position that this strap makes to the strapped mob
///
public StrapPosition Position;
public float MaxBuckleDistance;
public Vector2 BuckleOffsetClamped;
public HashSet BuckledEntities;
public StrapComponentState(StrapPosition position, Vector2 offset, HashSet buckled, float maxBuckleDistance)
{
Position = position;
BuckleOffsetClamped = offset;
BuckledEntities = buckled;
MaxBuckleDistance = maxBuckleDistance;
}
}
[Serializable, NetSerializable]
public enum StrapVisuals : byte
{
RotationAngle,
BuckledState
}
}