Files
tbd-station-14/Content.Server/GameObjects/Components/AnchorableComponent.cs
Vera Aguilera Puerto dc03f1f545 AnchorableComponent light cleanup. (#4009)
* Remove awful commands

* Unanchoring is a word.

* Fix disposal tests....

* Slight anchorable cleanup
2021-05-16 22:33:21 +02:00

188 lines
6.3 KiB
C#

#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Pulling;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Physics;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
// TODO: Move this component's logic to an EntitySystem.
[RegisterComponent]
public class AnchorableComponent : Component, IInteractUsing
{
public override string Name => "Anchorable";
[ComponentDependency] private PhysicsComponent? _physicsComponent = default!;
[ViewVariables]
[DataField("tool")]
public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
[ViewVariables]
int IInteractUsing.Priority => 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("snap")]
public bool Snap { get; private set; } = true;
/// <summary>
/// Checks if a tool can change the anchored status.
/// </summary>
/// <param name="user">The user doing the action</param>
/// <param name="utilizing">The tool being used</param>
/// <param name="anchoring">True if we're anchoring, and false if we're unanchoring.</param>
/// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity utilizing, bool anchoring)
{
if (!Owner.HasComponent<IPhysBody>())
{
return false;
}
BaseAnchoredAttemptEvent attempt =
anchoring ? new AnchorAttemptEvent(user, utilizing) : new UnanchorAttemptEvent(user, utilizing);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, attempt, false);
if (attempt.Cancelled)
return false;
return utilizing.TryGetComponent(out ToolComponent? tool) && await tool.UseTool(user, Owner, 0.5f, Tool);
}
/// <summary>
/// Tries to anchor the owner of this component.
/// </summary>
/// <param name="user">The entity doing the anchoring</param>
/// <param name="utilizing">The tool being used</param>
/// <returns>true if anchored, false otherwise</returns>
public async Task<bool> TryAnchor(IEntity user, IEntity utilizing)
{
if (!(await Valid(user, utilizing, true)))
{
return false;
}
if (_physicsComponent == null)
return false;
// Snap rotation to cardinal (multiple of 90)
var rot = Owner.Transform.LocalRotation;
Owner.Transform.LocalRotation = Math.Round(rot / (Math.PI / 2)) * (Math.PI / 2);
if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
{
if (pullableComponent.Puller != null)
{
pullableComponent.TryStopPull();
}
}
if (Snap)
Owner.SnapToGrid(Owner.EntityManager);
_physicsComponent.BodyType = BodyType.Static;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new AnchoredEvent(user, utilizing), false);
return true;
}
/// <summary>
/// Tries to unanchor the owner of this component.
/// </summary>
/// <param name="user">The entity doing the unanchoring</param>
/// <param name="utilizing">The tool being used, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if unanchored, false otherwise</returns>
public async Task<bool> TryUnAnchor(IEntity user, IEntity utilizing)
{
if (!(await Valid(user, utilizing, false)))
{
return false;
}
if (_physicsComponent == null)
return false;
_physicsComponent.BodyType = BodyType.Dynamic;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new UnanchoredEvent(user, utilizing), false);
return true;
}
/// <summary>
/// Tries to toggle the anchored status of this component's owner.
/// </summary>
/// <param name="user">The entity doing the unanchoring</param>
/// <param name="utilizing">The tool being used</param>
/// <returns>true if toggled, false otherwise</returns>
public async Task<bool> TryToggleAnchor(IEntity user, IEntity utilizing)
{
if (_physicsComponent == null)
return false;
return _physicsComponent.BodyType == BodyType.Static ?
await TryUnAnchor(user, utilizing) :
await TryAnchor(user, utilizing);
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
public abstract class BaseAnchoredAttemptEvent : CancellableEntityEventArgs
{
public IEntity User { get; }
public IEntity Tool { get; }
protected BaseAnchoredAttemptEvent(IEntity user, IEntity tool)
{
User = user;
Tool = tool;
}
}
public class AnchorAttemptEvent : BaseAnchoredAttemptEvent
{
public AnchorAttemptEvent(IEntity user, IEntity tool) : base(user, tool) { }
}
public class UnanchorAttemptEvent : BaseAnchoredAttemptEvent
{
public UnanchorAttemptEvent(IEntity user, IEntity tool) : base(user, tool) { }
}
public abstract class BaseAnchoredEvent : EntityEventArgs
{
public IEntity User { get; }
public IEntity Tool { get; }
protected BaseAnchoredEvent(IEntity user, IEntity tool)
{
User = user;
Tool = tool;
}
}
public class AnchoredEvent : BaseAnchoredEvent
{
public AnchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
}
public class UnanchoredEvent : BaseAnchoredEvent
{
public UnanchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
}
}