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