Interactable component system. (#9)
* InteractableComponent v1. Broken edition * It works!
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using Content.Server.Interfaces.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Log;
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using System;
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namespace Content.Server.GameObjects
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{
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public class InteractableComponent : Component, IInteractableComponent
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{
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public override string Name => "Interactable";
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/// <inheritdoc />
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public event EventHandler<AttackHandEventArgs> OnAttackHand;
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/// <inheritdoc />
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public event EventHandler<AttackByEventArgs> OnAttackBy;
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private IClickableComponent clickableComponent;
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private IServerTransformComponent transform;
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private const float INTERACTION_RANGE = 2;
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private const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
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public override void Initialize()
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{
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transform = Owner.GetComponent<IServerTransformComponent>();
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if (Owner.TryGetComponent<IClickableComponent>(out var component))
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{
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clickableComponent = component;
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clickableComponent.OnClick += ClickableComponent_OnClick;
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}
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else
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{
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Logger.Error($"Interactable component must also have a clickable component to function! Prototype: {Owner.Prototype.ID}");
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}
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base.Initialize();
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}
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public override void Shutdown()
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{
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if (clickableComponent != null)
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{
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clickableComponent.OnClick -= ClickableComponent_OnClick;
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clickableComponent = null;
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}
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transform = null;
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base.Shutdown();
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}
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private void ClickableComponent_OnClick(object sender, ClickEventArgs e)
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{
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if (!e.User.TryGetComponent<IServerTransformComponent>(out var userTransform))
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{
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return;
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}
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var distance = (userTransform.WorldPosition - transform.WorldPosition).LengthSquared;
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if (distance > INTERACTION_RANGE_SQUARED)
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{
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return;
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}
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if (!e.User.TryGetComponent<IHandsComponent>(out var hands))
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{
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return;
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}
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var item = hands.GetHand(hands.ActiveIndex);
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if (item != null)
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{
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OnAttackBy?.Invoke(this, new AttackByEventArgs(Owner, e.User, item, hands.ActiveIndex));
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}
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else
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{
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OnAttackHand?.Invoke(this, new AttackHandEventArgs(Owner, e.User, hands.ActiveIndex));
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}
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}
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}
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}
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