using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using System.Linq;
namespace Content.Shared.Placeable;
///
/// Tracks placed entities
/// Subscribe to or to do things when items or placed or removed.
///
public sealed class ItemPlacerSystem : EntitySystem
{
[Dependency] private readonly PlaceableSurfaceSystem _placeableSurface = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartCollide);
SubscribeLocalEvent(OnEndCollide);
}
private void OnStartCollide(EntityUid uid, ItemPlacerComponent comp, ref StartCollideEvent args)
{
if (comp.Whitelist != null && !comp.Whitelist.IsValid(args.OtherEntity))
return;
// Disallow sleeping so we can detect when entity is removed from the heater.
_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, false);
var count = comp.PlacedEntities.Count;
if (comp.MaxEntities == 0 || count < comp.MaxEntities)
{
comp.PlacedEntities.Add(args.OtherEntity);
var ev = new ItemPlacedEvent(args.OtherEntity);
RaiseLocalEvent(uid, ref ev);
}
if (comp.MaxEntities > 0 && count >= (comp.MaxEntities - 1))
{
// Don't let any more items be placed if it's reached its limit.
_placeableSurface.SetPlaceable(uid, false);
}
}
private void OnEndCollide(EntityUid uid, ItemPlacerComponent comp, ref EndCollideEvent args)
{
// Re-allow sleeping.
_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, true);
comp.PlacedEntities.Remove(args.OtherEntity);
var ev = new ItemRemovedEvent(args.OtherEntity);
RaiseLocalEvent(uid, ref ev);
_placeableSurface.SetPlaceable(uid, true);
}
}
///
/// Raised on the when an item is placed and it is under the item limit.
///
[ByRefEvent]
public record struct ItemPlacedEvent(EntityUid OtherEntity);
///
/// Raised on the when an item is removed from it.
///
[ByRefEvent]
public record struct ItemRemovedEvent(EntityUid OtherEntity);