Files
tbd-station-14/Content.Server/Foldable/FoldableSystem.cs
2022-02-10 13:30:59 +11:00

115 lines
3.8 KiB
C#

using System.Linq;
using Content.Server.Buckle.Components;
using Content.Server.Storage.Components;
using Content.Shared.Foldable;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Foldable
{
[UsedImplicitly]
public sealed class FoldableSystem : SharedFoldableSystem
{
[Dependency] private SharedContainerSystem _container = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
}
private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, StorageOpenAttemptEvent args)
{
if (component.IsFolded)
args.Cancel();
}
public bool TryToggleFold(FoldableComponent comp)
{
return TrySetFolded(comp, !comp.IsFolded);
}
public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
{
if (!Resolve(uid, ref fold))
return false;
// Can't un-fold in any container (locker, hands, inventory, whatever).
if (_container.IsEntityInContainer(uid))
return false;
// If an entity is buckled to the object we can't pick it up or fold it
if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
return false;
if (!TryComp(uid, out EntityStorageComponent? storage))
return true;
if (storage.Open)
return false;
return !storage.Contents.ContainedEntities.Any();
}
/// <summary>
/// Try to fold/unfold
/// </summary>
/// <param name="comp"></param>
/// <param name="state">Folded state we want</param>
/// <returns>True if successful</returns>
public bool TrySetFolded(FoldableComponent comp, bool state)
{
if (state == comp.IsFolded)
return false;
if (!CanToggleFold(comp.Owner, comp))
return false;
SetFolded(comp, state);
return true;
}
/// <summary>
/// Set the folded state of the given <see cref="FoldableComponent"/>
/// </summary>
/// <param name="component"></param>
/// <param name="folded">If true, the component will become folded, else unfolded</param>
public override void SetFolded(FoldableComponent component, bool folded)
{
base.SetFolded(component, folded);
// You can't buckle an entity to a folded object
if (TryComp(component.Owner, out StrapComponent? strap))
strap.Enabled = !component.IsFolded;
}
#region Verb
private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !CanToggleFold(uid, component))
return;
AlternativeVerb verb = new()
{
Act = () => TryToggleFold(component),
Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
IconTexture = "/Textures/Interface/VerbIcons/fold.svg.192dpi.png",
// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
Priority = component.IsFolded ? 0 : 2,
};
args.Verbs.Add(verb);
}
#endregion
}
}