175 lines
6.2 KiB
C#
175 lines
6.2 KiB
C#
#nullable enable
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using System;
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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.Server.GameObjects.Components.Pulling;
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using Content.Server.Utility;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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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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[ComponentDependency] private PhysicsComponent? _physicsComponent = default!;
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[ViewVariables]
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[DataField("tool")]
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public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
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[ViewVariables]
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int IInteractUsing.Priority => 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("snap")]
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public bool Snap { get; private set; } = true;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PhysicsComponent>(out _physicsComponent);
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}
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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="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, [NotNullWhen(true)] bool force = false)
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{
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if (!Owner.HasComponent<IPhysBody>())
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{
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return false;
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}
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if (user != null && !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, Tool)))
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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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if (_physicsComponent == null)
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return false;
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var attempt = new AnchorAttemptMessage();
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, attempt, false);
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if (attempt.Cancelled)
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return false;
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_physicsComponent.BodyType = BodyType.Static;
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// Snap rotation to cardinal (multiple of 90)
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var rot = Owner.Transform.LocalRotation;
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Owner.Transform.LocalRotation = Math.Round(rot / (Math.PI / 2)) * (Math.PI / 2);
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if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
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{
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if (pullableComponent.Puller != null)
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{
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pullableComponent.TryStopPull();
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}
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}
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if (Snap)
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Owner.SnapToGrid(SnapGridOffset.Center, Owner.EntityManager);
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new AnchoredMessage(), false);
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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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if (_physicsComponent == null)
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return false;
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var attempt = new UnanchorAttemptMessage();
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, attempt, false);
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if (attempt.Cancelled)
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return false;
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_physicsComponent.BodyType = BodyType.Dynamic;
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new UnanchoredMessage(), 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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public async Task<bool> TryToggleAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
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{
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if (_physicsComponent == null)
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return false;
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return _physicsComponent.BodyType == BodyType.Static ?
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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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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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public class AnchorAttemptMessage : CancellableEntityEventArgs { }
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public class UnanchorAttemptMessage : CancellableEntityEventArgs { }
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public class AnchoredMessage : EntityEventArgs {}
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public class UnanchoredMessage : EntityEventArgs {}
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}
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