using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Interaction;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Actions;
///
/// This System handled interactions for the .
///
public sealed class ActionOnInteractSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly SharedChargesSystem _charges = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnActivate);
SubscribeLocalEvent(OnAfterInteract);
SubscribeLocalEvent(OnMapInit);
}
private void OnMapInit(EntityUid uid, ActionOnInteractComponent component, MapInitEvent args)
{
if (component.Actions == null)
return;
var comp = EnsureComp(uid);
foreach (var id in component.Actions)
{
_actionContainer.AddAction(uid, id, comp);
}
}
private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
var options = GetValidActions(actionEnts);
if (options.Count == 0)
return;
if (!TryUseCharge((uid, component)))
return;
// not predicted as this is in server due to random
// TODO: use predicted random and move to shared?
var (actId, action, comp) = _random.Pick(options);
_actions.PerformAction(args.User, (actId, action), predicted: false);
args.Handled = true;
}
private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
{
if (args.Handled)
return;
if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
// First, try entity target actions
if (args.Target is {} target)
{
var entOptions = GetValidActions(actionEnts, args.CanReach);
for (var i = entOptions.Count - 1; i >= 0; i--)
{
var action = entOptions[i];
if (!_actions.ValidateEntityTarget(args.User, target, (action, action.Comp2)))
entOptions.RemoveAt(i);
}
if (entOptions.Count > 0)
{
if (!TryUseCharge((uid, component)))
return;
var (actionId, action, _) = _random.Pick(entOptions);
_actions.SetEventTarget(actionId, target);
_actions.PerformAction(args.User, (actionId, action), predicted: false);
args.Handled = true;
return;
}
}
// else: try world target actions
var options = GetValidActions(component.ActionEntities, args.CanReach);
for (var i = options.Count - 1; i >= 0; i--)
{
var action = options[i];
if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, (action, action.Comp2)))
options.RemoveAt(i);
}
if (options.Count == 0)
return;
if (!TryUseCharge((uid, component)))
return;
var (actId, comp, world) = _random.Pick(options);
if (world.Event is {} worldEv)
{
worldEv.Target = args.ClickLocation;
worldEv.Entity = HasComp(actId) ? args.Target : null;
}
_actions.PerformAction(args.User, (actId, comp), world.Event, predicted: false);
args.Handled = true;
}
private List> GetValidActions(List? actions, bool canReach = true) where T: Component
{
var valid = new List>();
if (actions == null)
return valid;
foreach (var id in actions)
{
if (_actions.GetAction(id) is not {} action ||
!TryComp(id, out var comp) ||
!_actions.ValidAction(action, canReach))
{
continue;
}
valid.Add((id, action, comp));
}
return valid;
}
private bool TryUseCharge(Entity ent)
{
if (!ent.Comp.RequiresCharge)
return true;
Entity charges = ent.Owner;
if (_charges.IsEmpty(charges))
return false;
_charges.TryUseCharge(charges);
return true;
}
}