Files
tbd-station-14/Content.Server/GameObjects/Components/AnchorableComponent.cs
Víctor Aguilera Puerto 484eb0bba4 Botany (#2357)
* plants and seeds go brrrr

* update plants

* P L A N T

* brrrr

* Hydroponics actually work! How about that?

* Reuse resource path in visualizer

* They lied to us.

* Several stuffs

* more werk

* Add a bunch of plants

* Logs go brr.

* Brrr moment.

* Remove unused method

* Important comment.

* Seed inventory, yo!

* tomato moment

* Balance consumption

* Makes hydroponics pourable

* Adds plant metabolism effect for sugar, the same as glucose.

* Eggplant moment

* Apple moment

* Corn moment

* Chanterelle mushroom moment

* prototype tweaks

* Seed extractor moment

* typo

* IPlantMetabolizable doc improvement

* I should trust my gut instinct more often.

* egg-plant.....

* localization

* Make WaterLevel and NutritionLevel setters private

* Less code repetition! Wooo!
2020-10-26 23:19:46 +01:00

139 lines
5.0 KiB
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class AnchorableComponent : Component, IInteractUsing
{
public override string Name => "Anchorable";
[ViewVariables]
public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
[ViewVariables]
int IInteractUsing.Priority => 1;
[ViewVariables(VVAccess.ReadWrite)]
public bool Snap { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Tool, "tool", ToolQuality.Anchoring);
serializer.DataField(this, x => x.Snap, "snap", false);
}
/// <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<IPhysicsComponent>())
{
return false;
}
if (!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;
}
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.Anchored = true;
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;
}
var physics = Owner.GetComponent<IPhysicsComponent>();
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 IPhysicsComponent? physics))
{
return false;
}
return physics.Anchored ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
}
}
}