StoreOnCollideSystem.cs 2.3 KB

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  1. using Content.Shared.Lock;
  2. using Content.Shared.Storage.Components;
  3. using Content.Shared.Whitelist;
  4. using Robust.Shared.Network;
  5. using Robust.Shared.Physics.Events;
  6. using Robust.Shared.Timing;
  7. namespace Content.Shared.Storage.EntitySystems;
  8. internal sealed class StoreOnCollideSystem : EntitySystem
  9. {
  10. [Dependency] private readonly SharedEntityStorageSystem _storage = default!;
  11. [Dependency] private readonly LockSystem _lock = default!;
  12. [Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
  13. [Dependency] private readonly INetManager _netMan = default!;
  14. [Dependency] private readonly IGameTiming _gameTiming = default!;
  15. public override void Initialize()
  16. {
  17. base.Initialize();
  18. SubscribeLocalEvent<StoreOnCollideComponent, StartCollideEvent>(OnCollide);
  19. SubscribeLocalEvent<StoreOnCollideComponent, StorageAfterOpenEvent>(AfterOpen);
  20. // TODO: Add support to stop colliding after throw, wands will need a WandComp
  21. }
  22. // We use Collide instead of Projectile to support different types of interactions
  23. private void OnCollide(Entity<StoreOnCollideComponent> ent, ref StartCollideEvent args)
  24. {
  25. TryStoreTarget(ent, args.OtherEntity);
  26. TryLockStorage(ent);
  27. }
  28. private void AfterOpen(Entity<StoreOnCollideComponent> ent, ref StorageAfterOpenEvent args)
  29. {
  30. var comp = ent.Comp;
  31. if (comp is { DisableWhenFirstOpened: true, Disabled: false })
  32. comp.Disabled = true;
  33. }
  34. private void TryStoreTarget(Entity<StoreOnCollideComponent> ent, EntityUid target)
  35. {
  36. var storageEnt = ent.Owner;
  37. var comp = ent.Comp;
  38. if (_netMan.IsClient || _gameTiming.ApplyingState)
  39. return;
  40. if (ent.Comp.Disabled || storageEnt == target || Transform(target).Anchored || _storage.IsOpen(storageEnt) || _whitelist.IsWhitelistFail(comp.Whitelist, target))
  41. return;
  42. _storage.Insert(target, storageEnt);
  43. }
  44. private void TryLockStorage(Entity<StoreOnCollideComponent> ent)
  45. {
  46. var storageEnt = ent.Owner;
  47. var comp = ent.Comp;
  48. if (_netMan.IsClient || _gameTiming.ApplyingState)
  49. return;
  50. if (ent.Comp.Disabled)
  51. return;
  52. if (comp.LockOnCollide && !_lock.IsLocked(storageEnt))
  53. _lock.Lock(storageEnt, storageEnt);
  54. }
  55. }