Stupidly shoddy combat mode system.
Doesn't even work for guns, oh well.
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@@ -1,5 +1,6 @@
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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@@ -124,6 +125,23 @@ namespace Content.Server.GameObjects.EntitySystems
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public IEntity User { get; set; }
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}
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public interface IAttack
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{
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void Attack(AttackEventArgs eventArgs);
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}
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public class AttackEventArgs : EventArgs
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{
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public AttackEventArgs(IEntity user, GridCoordinates clickLocation)
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{
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User = user;
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ClickLocation = clickLocation;
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}
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public IEntity User { get; }
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public GridCoordinates ClickLocation { get; }
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}
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/// <summary>
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/// Governs interactions during clicking on entities
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/// </summary>
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@@ -143,7 +161,7 @@ namespace Content.Server.GameObjects.EntitySystems
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inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand,
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new PointerInputCmdHandler(HandleUseItemInHand));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
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new PointerInputCmdHandler((HandleActivateItemInWorld)));
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new PointerInputCmdHandler(HandleActivateItemInWorld));
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}
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public void HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
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@@ -199,7 +217,16 @@ namespace Content.Server.GameObjects.EntitySystems
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return;
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}
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UserInteraction(((IPlayerSession) session).AttachedEntity, coords, uid);
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var userEntity = ((IPlayerSession) session).AttachedEntity;
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if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
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{
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DoAttack(userEntity, coords, uid);
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}
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else
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{
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UserInteraction(userEntity, coords, uid);
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}
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}
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private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
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@@ -479,6 +506,37 @@ namespace Content.Server.GameObjects.EntitySystems
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afterAttack.AfterAttack(afterAttackEventArgs);
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}
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}
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private void DoAttack(IEntity player, GridCoordinates coordinates, EntityUid uid)
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{
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// Verify player is on the same map as the entity he clicked on
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if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != player.Transform.MapID)
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{
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Logger.WarningS("system.interaction",
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$"Player named {player.Name} clicked on a map he isn't located on");
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return;
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}
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// Verify player has a hand, and find what object he is currently holding in his active hand
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if (!player.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.GetActiveHand?.Owner;
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// TODO: If item is null we need some kinda unarmed combat.
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if (!ActionBlockerSystem.CanInteract(player) || item == null)
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{
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return;
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}
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var eventArgs = new AttackEventArgs(player, coordinates);
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foreach (var attackComponent in item.GetAllComponents<IAttack>())
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{
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attackComponent.Attack(eventArgs);
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}
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}
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}
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/// <summary>
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