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 } }