#nullable enable
using System;
using Content.Shared.GameObjects.Components.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Shared.Interfaces.GameObjects.Components
{
///
/// This interface gives components behavior when being used to "attack".
///
public interface IAttack
{
// Redirects to ClickAttack by default.
bool WideAttack(AttackEventArgs eventArgs) => ClickAttack(eventArgs);
bool ClickAttack(AttackEventArgs eventArgs);
}
public class AttackEventArgs : EventArgs
{
public AttackEventArgs(IEntity user, GridCoordinates clickLocation, bool wideAttack, EntityUid target = default)
{
User = user;
ClickLocation = clickLocation;
WideAttack = wideAttack;
Target = target;
}
public IEntity User { get; }
public GridCoordinates ClickLocation { get; }
public bool WideAttack { get; }
public EntityUid Target { get; }
public IEntity? TargetEntity => Target.IsValid() ? IoCManager.Resolve()?.GetEntity(Target) ?? null : null;
}
}