using Content.Shared.Storage.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Interaction; using Robust.Shared.GameStates; namespace Content.Shared.Placeable { public sealed class PlaceableSurfaceSystem : EntitySystem { [Dependency] private readonly SharedHandsSystem _handsSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAfterInteractUsing); SubscribeLocalEvent(OnHandleState); } public void SetPlaceable(EntityUid uid, bool isPlaceable, PlaceableSurfaceComponent? surface = null) { if (!Resolve(uid, ref surface)) return; surface.IsPlaceable = isPlaceable; surface.Dirty(); } public void SetPlaceCentered(EntityUid uid, bool placeCentered, PlaceableSurfaceComponent? surface = null) { if (!Resolve(uid, ref surface)) return; surface.PlaceCentered = placeCentered; surface.Dirty(); } public void SetPositionOffset(EntityUid uid, Vector2 offset, PlaceableSurfaceComponent? surface = null) { if (!Resolve(uid, ref surface)) return; surface.PositionOffset = offset; surface.Dirty(); } private void OnAfterInteractUsing(EntityUid uid, PlaceableSurfaceComponent surface, AfterInteractUsingEvent args) { if (args.Handled || !args.CanReach) return; if (!surface.IsPlaceable) return; // 99% of the time they want to dump the stuff inside on the table, they can manually place with q if they really need to. // Just causes prediction CBT otherwise. if (HasComp(args.Used)) return; if (!_handsSystem.TryDrop(args.User, args.Used)) return; if (surface.PlaceCentered) Transform(args.Used).LocalPosition = Transform(uid).LocalPosition + surface.PositionOffset; else Transform(args.Used).Coordinates = args.ClickLocation; args.Handled = true; } private void OnHandleState(EntityUid uid, PlaceableSurfaceComponent component, ref ComponentHandleState args) { if (args.Current is not PlaceableSurfaceComponentState state) return; component.IsPlaceable = state.IsPlaceable; component.PlaceCentered = state.PlaceCentered; component.PositionOffset = state.PositionOffset; } } }