6
2025-11-07 12:32:48 +03:00

72 lines
2.3 KiB
C#

using Content.Shared.Lock;
using Content.Shared.Storage.Components;
using Content.Shared.Whitelist;
using Robust.Shared.Network;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing;
namespace Content.Shared.Storage.EntitySystems;
internal sealed class StoreOnCollideSystem : EntitySystem
{
[Dependency] private readonly SharedEntityStorageSystem _storage = default!;
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StoreOnCollideComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<StoreOnCollideComponent, StorageAfterOpenEvent>(AfterOpen);
// TODO: Add support to stop colliding after throw, wands will need a WandComp
}
// We use Collide instead of Projectile to support different types of interactions
private void OnCollide(Entity<StoreOnCollideComponent> ent, ref StartCollideEvent args)
{
TryStoreTarget(ent, args.OtherEntity);
TryLockStorage(ent);
}
private void AfterOpen(Entity<StoreOnCollideComponent> ent, ref StorageAfterOpenEvent args)
{
var comp = ent.Comp;
if (comp is { DisableWhenFirstOpened: true, Disabled: false })
comp.Disabled = true;
}
private void TryStoreTarget(Entity<StoreOnCollideComponent> ent, EntityUid target)
{
var storageEnt = ent.Owner;
var comp = ent.Comp;
if (_netMan.IsClient || _gameTiming.ApplyingState)
return;
if (ent.Comp.Disabled || storageEnt == target || Transform(target).Anchored || _storage.IsOpen(storageEnt) || _whitelist.IsWhitelistFail(comp.Whitelist, target))
return;
_storage.Insert(target, storageEnt);
}
private void TryLockStorage(Entity<StoreOnCollideComponent> ent)
{
var storageEnt = ent.Owner;
var comp = ent.Comp;
if (_netMan.IsClient || _gameTiming.ApplyingState)
return;
if (ent.Comp.Disabled)
return;
if (comp.LockOnCollide && !_lock.IsLocked(storageEnt))
_lock.Lock(storageEnt, storageEnt);
}
}