Interaction rework.

IActivate is now more used. IAttackHand falls back to IActivate.
This commit is contained in:
Pieter-Jan Briers
2019-05-16 15:51:26 +02:00
parent 1a5c4ad83c
commit c197278c6f
8 changed files with 200 additions and 175 deletions

View File

@@ -88,6 +88,7 @@ namespace Content.Server
factory.Register<DestructibleComponent>();
factory.Register<TemperatureComponent>();
factory.Register<ServerDoorComponent>();
factory.RegisterReference<ServerDoorComponent, IActivate>();
//Power Components
factory.Register<PowerTransferComponent>();
@@ -127,6 +128,7 @@ namespace Content.Server
factory.RegisterReference<ServerStorageComponent, IActivate>();
factory.Register<EntityStorageComponent>();
factory.RegisterReference<EntityStorageComponent, IStorageComponent>();
factory.RegisterReference<EntityStorageComponent, IActivate>();
factory.Register<ToolLockerFillComponent>();
factory.Register<ToolboxElectricalFillComponent>();
@@ -135,6 +137,7 @@ namespace Content.Server
factory.Register<PoweredLightComponent>();
factory.Register<SmesComponent>();
factory.Register<ApcComponent>();
factory.RegisterReference<ApcComponent, IActivate>();
factory.Register<MaterialComponent>();
factory.Register<StackComponent>();
factory.Register<MaterialStorageComponent>();
@@ -152,6 +155,7 @@ namespace Content.Server
factory.RegisterReference<SpawnPointComponent, SharedSpawnPointComponent>();
factory.Register<LatheComponent>();
factory.RegisterReference<LatheComponent, IActivate>();
factory.Register<LatheDatabaseComponent>();
factory.RegisterReference<LatheDatabaseComponent, SharedLatheDatabaseComponent>();

View File

@@ -44,7 +44,7 @@ namespace Content.Server.GameObjects.Components.Construction
var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
var transform = Owner.Transform;
if (!loc.InRange(_mapManager, transform.GridPosition, InteractionSystem.INTERACTION_RANGE))
if (!loc.InRange(_mapManager, transform.GridPosition, InteractionSystem.InteractionRange))
{
return;
}

View File

@@ -10,7 +10,7 @@ using Robust.Shared.Timers;
namespace Content.Server.GameObjects
{
public class ServerDoorComponent : Component, IAttackHand
public class ServerDoorComponent : Component, IActivate
{
public override string Name => "Door";
@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects
base.OnRemove();
}
public bool AttackHand(AttackHandEventArgs eventArgs)
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (_state == DoorState.Open)
{
@@ -51,7 +51,6 @@ namespace Content.Server.GameObjects
{
Open();
}
return true;
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)

View File

@@ -14,7 +14,7 @@ using Robust.Server.GameObjects;
namespace Content.Server.GameObjects.Components
{
public class EntityStorageComponent : Component, IAttackHand, IStorageComponent
public class EntityStorageComponent : Component, IActivate, IStorageComponent
{
public override string Name => "EntityStorage";
@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components
[ViewVariables]
public bool Open { get; private set; }
public bool AttackHand(AttackHandEventArgs eventArgs)
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (Open)
{
@@ -51,7 +51,6 @@ namespace Content.Server.GameObjects.Components
{
OpenStorage();
}
return true;
}
private void CloseStorage()

View File

@@ -12,7 +12,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameObjects.Components.Power
{
public sealed class ApcComponent : SharedApcComponent, IAttackHand
public sealed class ApcComponent : SharedApcComponent, IActivate
{
PowerStorageComponent Storage;
AppearanceComponent Appearance;
@@ -106,15 +106,14 @@ namespace Content.Server.GameObjects.Components.Power
return net.Lack > 0 ? ApcExternalPowerState.Low : ApcExternalPowerState.Good;
}
bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
{
return false;
return;
}
_userInterface.Open(actor.playerSession);
return true;
}
private void _clickSound()

View File

@@ -15,7 +15,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
public class LatheComponent : SharedLatheComponent, IAttackHand, IAttackBy, IActivate
public class LatheComponent : SharedLatheComponent, IAttackBy, IActivate
{
public const int VolumePerSheet = 3750;
@@ -94,17 +94,6 @@ namespace Content.Server.GameObjects.Components.Research
_userInterface.Open(actor.playerSession);
return;
}
bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
return false;
_userInterface.Open(actor.playerSession);
return true;
}
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out MaterialStorageComponent storage)

View File

@@ -1,19 +1,19 @@
using System;
using Content.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Input;
using Robust.Shared.Input;
using Robust.Shared.Log;
using Robust.Shared.Map;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems
@@ -26,9 +26,6 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when using one object on another
/// </summary>
/// <param name="user"></param>
/// <param name="attackwith"></param>
/// <returns></returns>
bool AttackBy(AttackByEventArgs eventArgs);
}
@@ -47,8 +44,6 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when a player directly interacts with an empty hand
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
bool AttackHand(AttackHandEventArgs eventArgs);
}
@@ -65,13 +60,11 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when we try to interact with an entity out of range
/// </summary>
/// <param name="user"></param>
/// <param name="attackwith"></param>
/// <param name="clicklocation"></param>
/// <returns></returns>
bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
}
[PublicAPI]
public class RangedAttackByEventArgs : EventArgs
{
public IEntity User { get; set; }
@@ -88,9 +81,6 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
/// </summary>
/// <param name="user"></param>
/// <param name="clicklocation"></param>
/// <param name="attacked">The entity that was clicked on out of range. May be null if no entity was clicked on.true</param>
void AfterAttack(AfterAttackEventArgs eventArgs);
}
@@ -109,7 +99,6 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when we activate an object we are holding to use it
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
bool UseEntity(UseEntityEventArgs eventArgs);
}
@@ -127,7 +116,6 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Called when this component is activated by another entity.
/// </summary>
/// <param name="user">Entity that activated this component.</param>
void Activate(ActivateEventArgs eventArgs);
}
@@ -139,50 +127,66 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
public class InteractionSystem : EntitySystem
[UsedImplicitly]
public sealed class InteractionSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
public const float INTERACTION_RANGE = 2;
public const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
public const float InteractionRange = 2;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
public override void Initialize()
{
var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand, new PointerInputCmdHandler(HandleUseItemInHand));
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld, new PointerInputCmdHandler((HandleUseItemInWorld)));
inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand,
new PointerInputCmdHandler(HandleUseItemInHand));
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
new PointerInputCmdHandler((HandleActivateItemInWorld)));
}
private void HandleUseItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
public void HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
if(!EntityManager.TryGetEntity(uid, out var used))
if (!EntityManager.TryGetEntity(uid, out var used))
return;
var playerEnt = ((IPlayerSession) session).AttachedEntity;
if(playerEnt == null || !playerEnt.IsValid())
if (playerEnt == null || !playerEnt.IsValid())
{
return;
}
if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, INTERACTION_RANGE))
if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, InteractionRange))
{
return;
}
var activateMsg = new ActivateInWorldMessage(playerEnt, used);
InteractionActivate(playerEnt, used);
}
private void InteractionActivate(IEntity user, IEntity used)
{
var activateMsg = new ActivateInWorldMessage(user, used);
RaiseEvent(activateMsg);
if(activateMsg.Handled)
if (activateMsg.Handled)
{
return;
}
if (!used.TryGetComponent(out IActivate activateComp))
{
return;
}
activateComp.Activate(new ActivateEventArgs { User = playerEnt });
activateComp.Activate(new ActivateEventArgs {User = user});
}
private void HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
// client sanitization
if(!_mapManager.GridExists(coords.GridID))
if (!_mapManager.GridExists(coords.GridID))
{
Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
return;
@@ -190,32 +194,37 @@ namespace Content.Server.GameObjects.EntitySystems
if (uid.IsClientSide())
{
Logger.WarningS("system.interaction", $"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
Logger.WarningS("system.interaction",
$"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
return;
}
UserInteraction(((IPlayerSession)session).AttachedEntity, coords, uid);
UserInteraction(((IPlayerSession) session).AttachedEntity, coords, uid);
}
private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
{
//Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
// Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
{
attacked = null;
}
//Verify player has a transform component
// Verify player has a transform component
if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
{
return;
}
//Verify player is on the same map as the entity he clicked on
else if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != playerTransform.MapID)
// Verify player is on the same map as the entity he clicked on
if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != playerTransform.MapID)
{
Logger.Warning(string.Format("Player named {0} clicked on a map he isn't located on", player.Name));
Logger.WarningS("system.interaction",
$"Player named {player.Name} clicked on a map he isn't located on");
return;
}
//Verify player has a hand, and find what object he is currently holding in his active hand
// Verify player has a hand, and find what object he is currently holding in his active hand
if (!player.TryGetComponent<IHandsComponent>(out var hands))
{
return;
@@ -224,59 +233,64 @@ namespace Content.Server.GameObjects.EntitySystems
var item = hands.GetActiveHand?.Owner;
if (!ActionBlockerSystem.CanInteract(player))
return;
//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
//Clicked on empty space behavior, try using ranged attack
if (attacked == null && item != null)
{
//AFTERATTACK: Check if we clicked on an empty location, if so the only interaction we can do is afterattack
InteractAfterattack(player, item, coordinates);
return;
}
else if (attacked == null)
{
return;
}
//Verify attacked object is on the map if we managed to click on it somehow
if (!attacked.GetComponent<ITransformComponent>().IsMapTransform)
{
Logger.Warning(string.Format("Player named {0} clicked on object {1} that isn't currently on the map somehow", player.Name, attacked.Name));
return;
}
// TODO: Check if client should be able to see that object to click on it in the first place
//Check if ClickLocation is in object bounds here, if not lets log as warning and see why
if (attacked.TryGetComponent(out BoundingBoxComponent boundingbox))
// Clicked on empty space behavior, try using ranged attack
if (attacked == null)
{
if (!boundingbox.WorldAABB.Contains(coordinates.Position))
if (item != null)
{
Logger.Warning(string.Format("Player {0} clicked {1} outside of its bounding box component somehow", player.Name, attacked.Name));
// After attack: Check if we clicked on an empty location, if so the only interaction we can do is AfterAttack
InteractAfterAttack(player, item, coordinates);
}
return;
}
// Verify attacked object is on the map if we managed to click on it somehow
if (!attacked.Transform.IsMapTransform)
{
Logger.WarningS("system.interaction",
$"Player named {player.Name} clicked on object {attacked.Name} that isn't currently on the map somehow");
return;
}
// Check if ClickLocation is in object bounds here, if not lets log as warning and see why
if (attacked.TryGetComponent(out BoundingBoxComponent boundingBox))
{
if (!boundingBox.WorldAABB.Contains(coordinates.Position))
{
Logger.WarningS("system.interaction",
$"Player {player.Name} clicked {attacked.Name} outside of its bounding box component somehow");
return;
}
}
//RANGEDATTACK/AFTERATTACK: Check distance between user and clicked item, if too large parse it in the ranged function
//TODO: have range based upon the item being used? or base it upon some variables of the player himself?
var distance = (playerTransform.WorldPosition - attacked.GetComponent<ITransformComponent>().WorldPosition).LengthSquared;
if (distance > INTERACTION_RANGE_SQUARED)
// RangedAttack/AfterAttack: Check distance between user and clicked item, if too large parse it in the ranged function
// TODO: have range based upon the item being used? or base it upon some variables of the player himself?
var distance = (playerTransform.WorldPosition - attacked.Transform.WorldPosition).LengthSquared;
if (distance > InteractionRangeSquared)
{
if (item != null)
{
RangedInteraction(player, item, attacked, coordinates);
return;
}
return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
return; // Add some form of ranged AttackHand here if you need it someday, or perhaps just ways to modify the range of AttackHand
}
//We are close to the nearby object and the object isn't contained in our active hand
//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
// We are close to the nearby object and the object isn't contained in our active hand
// AttackBy/AfterAttack: We will either use the item on the nearby object
if (item != null)
{
Interaction(player, item, attacked, coordinates);
}
//ATTACKHAND: Since our hand is empty we will use attackhand
// AttackHand/Activate: Since our hand is empty we will use AttackHand/Activate
else
{
Interaction(player, attacked);
@@ -284,90 +298,101 @@ namespace Content.Server.GameObjects.EntitySystems
}
/// <summary>
/// We didn't click on any entity, try doing an afterattack on the click location
/// We didn't click on any entity, try doing an AfterAttack on the click location
/// </summary>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="clicklocation"></param>
public void InteractAfterattack(IEntity user, IEntity weapon, GridCoordinates clicklocation)
private void InteractAfterAttack(IEntity user, IEntity weapon, GridCoordinates clickLocation)
{
var message = new AfterAttackMessage(user, weapon, null, clicklocation);
var message = new AfterAttackMessage(user, weapon, null, clickLocation);
RaiseEvent(message);
if(message.Handled)
return;
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
if (message.Handled)
{
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clicklocation });
return;
}
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs {User = user, ClickLocation = clickLocation};
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
/// <summary>
/// Uses a weapon/object on an entity
/// Finds interactable components with the Attackby interface and calls their function
/// Finds components with the AttackBy interface and calls their function
/// </summary>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="attacked"></param>
public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
{
var attackMsg = new AttackByMessage(user, weapon, attacked, clicklocation);
var attackMsg = new AttackByMessage(user, weapon, attacked, clickLocation);
RaiseEvent(attackMsg);
if(attackMsg.Handled)
return;
List<IAttackBy> interactables = attacked.GetAllComponents<IAttackBy>().ToList();
for (var i = 0; i < interactables.Count; i++)
if (attackMsg.Handled)
{
if (interactables[i].AttackBy(new AttackByEventArgs { User = user, ClickLocation = clicklocation, AttackWith = weapon })) //If an attackby returns a status completion we finish our attack
return;
}
var attackBys = attacked.GetAllComponents<IAttackBy>().ToList();
var attackByEventArgs = new AttackByEventArgs
{
User = user, ClickLocation = clickLocation, AttackWith = weapon
};
foreach (var attackBy in attackBys)
{
if (attackBy.AttackBy(attackByEventArgs))
{
// If an AttackBy returns a status completion we finish our attack
return;
}
}
//Else check damage component to see if we damage if not attackby, and if so can we attack object
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clicklocation);
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(afterAtkMsg);
if (afterAtkMsg.Handled)
return;
//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
{
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clicklocation, Attacked = attacked });
return;
}
// If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs
{
User = user, ClickLocation = clickLocation, Attacked = attacked
};
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds interactable components with the Attackhand interface and calls their function
/// Finds components with the AttackHand interface and calls their function
/// </summary>
/// <param name="user"></param>
/// <param name="attacked"></param>
public void Interaction(IEntity user, IEntity attacked)
{
var message = new AttackHandMessage(user, attacked);
RaiseEvent(message);
if(message.Handled)
return;
List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
for (var i = 0; i < interactables.Count; i++)
if (message.Handled)
{
if (interactables[i].AttackHand(new AttackHandEventArgs { User = user})) //If an attackby returns a status completion we finish our attack
return;
}
var attackHands = attacked.GetAllComponents<IAttackHand>().ToList();
var attackHandEventArgs = new AttackHandEventArgs {User = user};
foreach (var attackHand in attackHands)
{
if (attackHand.AttackHand(attackHandEventArgs))
{
// If an AttackHand returns a status completion we finish our attack
return;
}
}
//Else check damage component to see if we damage if not attackby, and if so can we attack object
// Else we run Activate.
InteractionActivate(user, attacked);
}
/// <summary>
@@ -388,22 +413,23 @@ namespace Content.Server.GameObjects.EntitySystems
/// Activates/Uses an object in control/possession of a user
/// If the item has the IUse interface on one of its components we use the object in our hand
/// </summary>
/// <param name="user"></param>
/// <param name="attacked"></param>
public void UseInteraction(IEntity user, IEntity used)
{
var useMsg = new UseInHandMessage(user, used);
RaiseEvent(useMsg);
if(useMsg.Handled)
return;
List<IUse> usables = used.GetAllComponents<IUse>().ToList();
//Try to use item on any components which have the interface
for (var i = 0; i < usables.Count; i++)
if (useMsg.Handled)
{
if (usables[i].UseEntity(new UseEntityEventArgs { User = user })) //If an attackby returns a status completion we finish our attack
return;
}
var uses = used.GetAllComponents<IUse>().ToList();
// Try to use item on any components which have the interface
foreach (var use in uses)
{
if (use.UseEntity(new UseEntityEventArgs {User = user}))
{
// If a Use returns a status completion we finish our attack
return;
}
}
@@ -413,41 +439,44 @@ namespace Content.Server.GameObjects.EntitySystems
/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
/// Or it will use the weapon itself on the position clicked, regardless of what was there
/// </summary>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="attacked"></param>
public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
{
var rangedMsg = new RangedAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(rangedMsg);
if(rangedMsg.Handled)
if (rangedMsg.Handled)
return;
List<IRangedAttackBy> rangedusables = attacked.GetAllComponents<IRangedAttackBy>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++)
var rangedAttackBys = attacked.GetAllComponents<IRangedAttackBy>().ToList();
var rangedAttackByEventArgs = new RangedAttackByEventArgs
{
if (rangedusables[i].RangedAttackBy(new RangedAttackByEventArgs { User = user, Weapon = weapon, ClickLocation = clickLocation })) //If an attackby returns a status completion we finish our attack
User = user, Weapon = weapon, ClickLocation = clickLocation
};
// See if we have a ranged attack interaction
foreach (var t in rangedAttackBys)
{
if (t.RangedAttackBy(rangedAttackByEventArgs))
{
// If an AttackBy returns a status completion we finish our attack
return;
}
}
if (weapon != null)
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(afterAtkMsg);
if (afterAtkMsg.Handled)
return;
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs
{
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(afterAtkMsg);
if (afterAtkMsg.Handled)
return;
User = user, ClickLocation = clickLocation, Attacked = attacked
};
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < afterattacks.Count; i++)
{
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clickLocation, Attacked = attacked });
}
//See if we have a ranged attack interaction
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
}
@@ -455,6 +484,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when being clicked on or "attacked" by a user with an object in their hand
/// </summary>
[PublicAPI]
public class AttackByMessage : EntitySystemMessage
{
/// <summary>
@@ -494,6 +524,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when being clicked on or "attacked" by a user with an empty hand.
/// </summary>
[PublicAPI]
public class AttackHandMessage : EntitySystemMessage
{
/// <summary>
@@ -521,6 +552,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when being clicked by objects outside the range of direct use.
/// </summary>
[PublicAPI]
public class RangedAttackMessage : EntitySystemMessage
{
/// <summary>
@@ -560,6 +592,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when clicking on another object and no attack event was handled.
/// </summary>
[PublicAPI]
public class AfterAttackMessage : EntitySystemMessage
{
/// <summary>
@@ -599,6 +632,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when using the entity in your hands.
/// </summary>
[PublicAPI]
public class UseInHandMessage : EntitySystemMessage
{
/// <summary>
@@ -626,6 +660,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Raised when an entity is activated in the world.
/// </summary>
[PublicAPI]
public class ActivateInWorldMessage : EntitySystemMessage
{
/// <summary>

View File

@@ -81,7 +81,7 @@ namespace Content.Server.GameObjects.EntitySystems
continue;
var distanceSquared = (storagePos - attachedEntity.Transform.WorldPosition).LengthSquared;
if (distanceSquared > InteractionSystem.INTERACTION_RANGE_SQUARED)
if (distanceSquared > InteractionSystem.InteractionRangeSquared)
{
storageComp.UnsubscribeSession(session);
}