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tbd-station-14/Content.Server/GameObjects/Components/AnchorableComponent.cs
Víctor Aguilera Puerto 6fb2a335b1 Fix anchorable doc
2020-08-18 14:40:58 +02:00

118 lines
4.3 KiB
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class AnchorableComponent : Component, IInteractUsing
{
public override string Name => "Anchorable";
int IInteractUsing.Priority => 1;
/// <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, can be null if forcing it</param>
/// <param name="force">Whether or not to check if the tool is valid</param>
/// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] bool force = false)
{
if (!Owner.HasComponent<ICollidableComponent>())
{
return false;
}
if (!force)
{
if (utilizing == null ||
!utilizing.TryGetComponent(out ToolComponent tool) ||
!(await tool.UseTool(user, Owner, 0.5f, ToolQuality.Anchoring)))
{
return false;
}
}
return true;
}
/// <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, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if anchored, false otherwise</returns>
public async Task<bool> TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent<ICollidableComponent>();
physics.Anchored = true;
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 = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent<ICollidableComponent>();
physics.Anchored = 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, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if toggled, false otherwise</returns>
private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out ICollidableComponent collidable))
{
return false;
}
return collidable.Anchored ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<CollidableComponent>();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
}