Remove IInteractUsing (#9718)
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@@ -1,47 +1,9 @@
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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namespace Content.Shared.Interaction
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namespace Content.Shared.Interaction
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{
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{
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/// <summary>
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/// This interface gives components behavior when their entity is clicked on by a user with an object in their hand
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/// who is in range and has unobstructed reach of the target entity (allows inside blockers). This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IInteractUsing
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{
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/// <summary>
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/// The interaction priority. Higher numbers get called first.
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/// </summary>
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/// <value>Priority defaults to 0</value>
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int Priority => 0;
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/// <summary>
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/// Called when using one object on another when user is in range of the target entity.
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/// </summary>
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[Obsolete("Use InteractUsingMessage instead")]
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Task<bool> InteractUsing(InteractUsingEventArgs eventArgs);
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}
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public sealed class InteractUsingEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public InteractUsingEventArgs(EntityUid user, EntityCoordinates clickLocation, EntityUid @using, EntityUid target)
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{
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User = user;
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ClickLocation = clickLocation;
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Using = @using;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityCoordinates ClickLocation { get; }
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public EntityUid Using { get; }
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public EntityUid Target { get; }
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}
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/// <summary>
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/// <summary>
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/// Raised when a target entity is interacted with by a user while holding an object in their hand.
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/// Raised when a target entity is interacted with by a user while holding an object in their hand.
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/// </summary>
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/// </summary>
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@@ -623,16 +623,6 @@ namespace Content.Shared.Interaction
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if (interactUsingEvent.Handled)
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if (interactUsingEvent.Handled)
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return;
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return;
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var interactUsingEventArgs = new InteractUsingEventArgs(user, clickLocation, used, target);
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var interactUsings = AllComps<IInteractUsing>(target).OrderByDescending(x => x.Priority);
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foreach (var interactUsing in interactUsings)
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{
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// If an InteractUsing returns a status completion we finish our interaction
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if (await interactUsing.InteractUsing(interactUsingEventArgs))
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return;
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}
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InteractDoAfter(user, used, target, clickLocation, canReach: true);
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InteractDoAfter(user, used, target, clickLocation, canReach: true);
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}
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}
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