using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components
{
[NetworkedComponent()]
public abstract class SharedBuckleComponent : Component, IDraggable
{
///
/// The range from which this entity can buckle to a .
///
[ViewVariables]
[DataField("range")]
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
///
/// True if the entity is buckled, false otherwise.
///
public abstract bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; set; }
public bool DontCollide { get; set; }
public abstract bool TryBuckle(EntityUid user, EntityUid to);
bool IDraggable.CanDrop(CanDropEvent args)
{
return IoCManager.Resolve().HasComponent(args.Target);
}
bool IDraggable.Drop(DragDropEvent args)
{
return TryBuckle(args.User, args.Target);
}
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, int? drawDepth, EntityUid? lastEntityBuckledTo, bool dontCollide)
{
Buckled = buckled;
DrawDepth = drawDepth;
LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide;
}
public bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; }
public bool DontCollide { get; }
public int? DrawDepth;
}
public sealed class BuckleChangeEvent : EntityEventArgs
{
public EntityUid Strap;
public EntityUid BuckledEntity;
public bool Buckling;
}
[Serializable, NetSerializable]
public enum BuckleVisuals
{
Buckled
}
}