Decouple interactions from hands, cleanup old events, add new fears (#28393)

* ok basic shit

* second part

* pretend it isn't real it can't hurt you.

* 👁️ 👁️

* shadowcommander review
This commit is contained in:
Nemanja
2024-05-31 16:26:19 -04:00
committed by GitHub
parent c4291920a6
commit a1a8f04036
72 changed files with 312 additions and 165 deletions

View File

@@ -18,14 +18,49 @@ public sealed class ActivateInWorldEvent : HandledEntityEventArgs, ITargetedInte
/// </summary>
public EntityUid Target { get; }
/// <summary>
/// Whether or not <see cref="User"/> can perform complex interactions or only basic ones.
/// </summary>
public bool Complex;
/// <summary>
/// Set to true when the activation is logged by a specific logger.
/// </summary>
public bool WasLogged { get; set; }
public ActivateInWorldEvent(EntityUid user, EntityUid target)
public ActivateInWorldEvent(EntityUid user, EntityUid target, bool complex)
{
User = user;
Target = target;
Complex = complex;
}
}
/// <summary>
/// Event raised on the user when it activates something in the world
/// </summary>
[PublicAPI]
public sealed class UserActivateInWorldEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
{
/// <summary>
/// Entity that activated the target world entity.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// Entity that was activated in the world.
/// </summary>
public EntityUid Target { get; }
/// <summary>
/// Whether or not <see cref="User"/> can perform complex interactions or only basic ones.
/// </summary>
public bool Complex;
public UserActivateInWorldEvent(EntityUid user, EntityUid target, bool complex)
{
User = user;
Target = target;
Complex = complex;
}
}