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