using System; using System.Threading.Tasks; using JetBrains.Annotations; using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; using Robust.Shared.Map; namespace Content.Shared.Interaction { /// /// This interface gives components a behavior when their entity is in the active hand, when /// clicking on another object and no interaction occurs, at any range. This includes /// clicking on an object in the world as well as clicking on an object in inventory. /// [RequiresExplicitImplementation] public interface IAfterInteract { /// /// The interaction priority. Higher numbers get called first. /// /// Priority defaults to 0 int Priority => 0; /// /// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior /// [Obsolete("Use AfterInteractMessage instead")] Task AfterInteract(AfterInteractEventArgs eventArgs); } public class AfterInteractEventArgs : EventArgs { public EntityUid User { get; } public EntityCoordinates ClickLocation { get; } public EntityUid? Target { get; } public bool CanReach { get; } public AfterInteractEventArgs(EntityUid user, EntityCoordinates clickLocation, EntityUid? target, bool canReach) { User = user; ClickLocation = clickLocation; Target = target; CanReach = canReach; } } /// /// Raised directed on the used object when clicking on another object and no attack event was handled. /// [PublicAPI] public class AfterInteractEvent : HandledEntityEventArgs { /// /// Entity that triggered the interaction. /// public EntityUid User { get; } /// /// Entity that the user used to interact. /// public EntityUid Used { get; } /// /// Entity that was interacted on. This can be null if the attack did not click on an entity. /// public EntityUid? Target { get; } /// /// Location that the user clicked outside of their interaction range. /// public EntityCoordinates ClickLocation { get; } /// /// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within /// reach radius around the user. /// public bool CanReach { get; } public AfterInteractEvent(EntityUid user, EntityUid used, EntityUid? target, EntityCoordinates clickLocation, bool canReach) { User = user; Used = used; Target = target; ClickLocation = clickLocation; CanReach = canReach; } } }