using Content.Shared.Popups;
using Content.Shared.Rotatable;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.Rotatable
{
///
/// Handles verbs for the and components.
///
public class RotatableSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent(AddFlipVerb);
SubscribeLocalEvent(AddRotateVerbs);
}
private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetOtherVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract || component.MirrorEntity == null)
return;
Verb verb = new();
verb.Act = () => TryFlip(component, args.User);
verb.Text = Loc.GetString("flippable-verb-get-data-text");
// TODO VERB ICONS Add Uno reverse card style icon?
args.Verbs.Add(verb);
}
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetOtherVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract)
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!component.RotateWhileAnchored &&
component.Owner.TryGetComponent(out IPhysBody? physics) &&
physics.BodyType == BodyType.Static)
return;
Verb resetRotation = new();
resetRotation.Act = () => component.Owner.Transform.LocalRotation = Angle.Zero;
resetRotation.Category = VerbCategory.Rotate;
resetRotation.IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png";
resetRotation.Text = "Reset";
resetRotation.Priority = -2; // show CCW, then CW, then reset
resetRotation.CloseMenu = false;
args.Verbs.Add(resetRotation);
// rotate clockwise
Verb rotateCW = new();
rotateCW.Act = () => component.Owner.Transform.LocalRotation += Angle.FromDegrees(-90);
rotateCW.Category = VerbCategory.Rotate;
rotateCW.IconTexture = "/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png";
rotateCW.Priority = -1;
rotateCW.CloseMenu = false; // allow for easy double rotations.
args.Verbs.Add(rotateCW);
// rotate counter-clockwise
Verb rotateCCW = new();
rotateCCW.Act = () => component.Owner.Transform.LocalRotation += Angle.FromDegrees(90);
rotateCCW.Category = VerbCategory.Rotate;
rotateCCW.IconTexture = "/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png";
rotateCCW.Priority = 0;
rotateCCW.CloseMenu = false; // allow for easy double rotations.
args.Verbs.Add(rotateCCW);
}
///
/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
///
public static void TryFlip(FlippableComponent component, IEntity user)
{
// TODO FLIPPABLE Currently an entity needs to be un-anchored when flipping. But the newly spawned entity
// defaults to being anchored (and spawns under floor tiles). Fix this?
if (component.Owner.TryGetComponent(out IPhysBody? physics) &&
physics.BodyType == BodyType.Static)
{
component.Owner.PopupMessage(user, Loc.GetString("flippable-component-try-flip-is-stuck"));
return;
}
component.Owner.EntityManager.SpawnEntity(component.MirrorEntity, component.Owner.Transform.Coordinates);
component.Owner.Delete();
}
}
}