#nullable enable
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Rotatable
{
[RegisterComponent]
public class FlippableComponent : Component
public override string Name => "Flippable";
private string? _entity;
private void TryFlip(IEntity user)
if (Owner.TryGetComponent(out IPhysicsComponent? physics) &&
physics.Anchored)
Owner.PopupMessage(user, Loc.GetString("It's stuck."));
return;
}
if (_entity == null)
Owner.EntityManager.SpawnEntity(_entity, Owner.Transform.Coordinates);
Owner.Delete();
public override void ExposeData(ObjectSerializer serializer)
base.ExposeData(serializer);
serializer.DataField(ref _entity, "entity", Owner.Prototype?.ID);
[Verb]
private sealed class FlippableVerb : Verb<FlippableComponent>
protected override void GetData(IEntity user, FlippableComponent component, VerbData data)
if (!ActionBlockerSystem.CanInteract(user))
data.Visibility = VerbVisibility.Invisible;
data.Text = Loc.GetString("Flip");
protected override void Activate(IEntity user, FlippableComponent component)
component.TryFlip(user);