#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 => IoCManager.Resolve()?.GetEntity(Target) ?? null; } }