using System; using System.Threading.Tasks; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Map; #nullable enable namespace Content.Shared.Interfaces.GameObjects.Components { /// /// 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. /// 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 /// Task AfterInteract(AfterInteractEventArgs eventArgs); } public class AfterInteractEventArgs : EventArgs { public IEntity User { get; } public EntityCoordinates ClickLocation { get; } public IEntity? Target { get; } public bool CanReach { get; } public AfterInteractEventArgs(IEntity user, EntityCoordinates clickLocation, IEntity? target, bool canReach) { User = user; ClickLocation = clickLocation; Target = target; CanReach = canReach; } } /// /// Raised when clicking on another object and no attack event was handled. /// [PublicAPI] public class AfterInteractMessage : EntitySystemMessage { /// /// If this message has already been "handled" by a previous system. /// public bool Handled { get; set; } /// /// Entity that triggered the attack. /// public IEntity User { get; } /// /// Entity that the User attacked with. /// public IEntity ItemInHand { get; set; } /// /// Entity that was attacked. This can be null if the attack did not click on an entity. /// public IEntity? Attacked { 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 AfterInteractMessage(IEntity user, IEntity itemInHand, IEntity? attacked, EntityCoordinates clickLocation, bool canReach) { User = user; Attacked = attacked; ClickLocation = clickLocation; ItemInHand = itemInHand; CanReach = canReach; } } }