using Content.Shared.Trigger.Components.Triggers;
using Content.Shared.Weapons.Melee.Events;
namespace Content.Shared.Trigger.Systems;
///
/// Trigger system for melee related triggers.
///
public sealed class TriggerOnMeleeTriggerSystem : TriggerOnXSystem
{
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMissTrigger);
SubscribeLocalEvent(OnSwingTrigger);
SubscribeLocalEvent(OnHitTrigger);
}
private void OnMissTrigger(Entity ent, ref MeleeHitEvent args)
{
if (args.HitEntities.Count == 0)
Trigger.Trigger(ent.Owner, args.User, ent.Comp.KeyOut);
}
private void OnSwingTrigger(Entity ent, ref MeleeHitEvent args)
{
EntityUid? target;
if (args.HitEntities.Count == 0)
target = ent.Comp.TargetIsUser ? null : args.User;
else
target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
Trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
}
private void OnHitTrigger(Entity ent, ref MeleeHitEvent args)
{
if (args.HitEntities.Count == 0)
return;
if (!ent.Comp.TriggerEveryHit)
{
var target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
Trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
return;
}
// if TriggerEveryHit
foreach (var target in args.HitEntities)
{
Trigger.Trigger(ent.Owner, ent.Comp.TargetIsUser ? target : args.User, ent.Comp.KeyOut);
}
}
}