Files
tbd-station-14/Content.Server/GameObjects/Components/AnchorableComponent.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

151 lines
5.4 KiB
C#

#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
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.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[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; }
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>(out _physicsComponent);
}
/// <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, [NotNullWhen(true)] bool force = false)
{
if (!Owner.HasComponent<IPhysBody>())
{
return false;
}
if (user != null && !force)
{
if (utilizing == null ||
!utilizing.TryGetComponent(out ToolComponent? tool) ||
!(await tool.UseTool(user, Owner, 0.5f, Tool)))
{
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;
}
if (_physicsComponent == null)
return false;
_physicsComponent.BodyType = BodyType.Static;
// 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(SnapGridOffset.Center, Owner.EntityManager);
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;
}
if (_physicsComponent == null)
return false;
_physicsComponent.BodyType = BodyType.Dynamic;
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>
public async Task<bool> TryToggleAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
{
if (_physicsComponent == null)
return false;
return _physicsComponent.BodyType == BodyType.Static ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
}