* Make IInteractUsing async, make tools use DoAfter. * Disable warning 1998 in Content.Server * Update Content.Server/GameObjects/Components/AnchorableComponent.cs
119 lines
4.4 KiB
C#
119 lines
4.4 KiB
C#
#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class AnchorableComponent : Component, IInteractUsing
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{
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public override string Name => "Anchorable";
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int IInteractUsing.Priority => 1;
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/// <summary>
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/// Checks if a tool can change the anchored status.
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/// </summary>
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/// <param name="user">The user doing the action</param>
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/// <param name="utilizing">The tool being used, can be null if forcing it</param>
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/// <param name="collidable">The collidable component of the owning entity</param>
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/// <param name="force">Whether or not to check if the tool is valid</param>
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] bool force = false)
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{
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if (!Owner.HasComponent<ICollidableComponent>())
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{
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return false;
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}
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if (!force)
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{
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if (utilizing == null ||
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!utilizing.TryGetComponent(out ToolComponent tool) ||
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!(await tool.UseTool(user, Owner, 0.5f, ToolQuality.Anchoring)))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Tries to anchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the anchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if anchored, false otherwise</returns>
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public async Task<bool> TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<ICollidableComponent>();
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physics.Anchored = true;
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return true;
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}
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/// <summary>
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/// Tries to unanchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if unanchored, false otherwise</returns>
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public async Task<bool> TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<ICollidableComponent>();
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physics.Anchored = false;
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return true;
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}
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/// <summary>
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/// Tries to toggle the anchored status of this component's owner.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if toggled, false otherwise</returns>
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private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!Owner.TryGetComponent(out ICollidableComponent collidable))
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{
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return false;
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}
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return collidable.Anchored ?
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await TryUnAnchor(user, utilizing, force) :
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await TryAnchor(user, utilizing, force);
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<CollidableComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
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}
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}
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}
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