Files
tbd-station-14/Content.Shared/Interaction/SharedInteractionSystem.cs

1539 lines
64 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.CombatMode;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Players.RateLimiting;
using Content.Shared.Popups;
using Content.Shared.Storage;
using Content.Shared.Strip;
using Content.Shared.Tag;
using Content.Shared.Timing;
using Content.Shared.UserInterface;
using Content.Shared.Verbs;
using Content.Shared.Wall;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Interaction
{
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
[UsedImplicitly]
public abstract partial class SharedInteractionSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ISharedChatManager _chat = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly SharedPhysicsSystem _broadphase = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedVerbSystem _verbSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _ui = default!;
[Dependency] private readonly SharedStrippableSystem _strippable = default!;
[Dependency] private readonly SharedPlayerRateLimitManager _rateLimit = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
private EntityQuery<IgnoreUIRangeComponent> _ignoreUiRangeQuery;
private EntityQuery<FixturesComponent> _fixtureQuery;
private EntityQuery<ItemComponent> _itemQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<HandsComponent> _handsQuery;
private EntityQuery<InteractionRelayComponent> _relayQuery;
private EntityQuery<CombatModeComponent> _combatQuery;
private EntityQuery<WallMountComponent> _wallMountQuery;
private EntityQuery<UseDelayComponent> _delayQuery;
private EntityQuery<ActivatableUIComponent> _uiQuery;
/// <summary>
/// The collision mask used by default for
/// <see cref="InRangeUnobstructed(MapCoordinates,MapCoordinates,float,CollisionGroup,Ignored?,bool)" />
/// </summary>
public const CollisionGroup InRangeUnobstructedMask = CollisionGroup.Impassable | CollisionGroup.InteractImpassable;
public const float InteractionRange = 1.5f;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
public const float MaxRaycastRange = 100f;
public const string RateLimitKey = "Interaction";
private static readonly ProtoId<TagPrototype> BypassInteractionRangeChecksTag = "BypassInteractionRangeChecks";
public delegate bool Ignored(EntityUid entity);
public override void Initialize()
{
_ignoreUiRangeQuery = GetEntityQuery<IgnoreUIRangeComponent>();
_fixtureQuery = GetEntityQuery<FixturesComponent>();
_itemQuery = GetEntityQuery<ItemComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_handsQuery = GetEntityQuery<HandsComponent>();
_relayQuery = GetEntityQuery<InteractionRelayComponent>();
_combatQuery = GetEntityQuery<CombatModeComponent>();
_wallMountQuery = GetEntityQuery<WallMountComponent>();
_delayQuery = GetEntityQuery<UseDelayComponent>();
_uiQuery = GetEntityQuery<ActivatableUIComponent>();
SubscribeLocalEvent<BoundUserInterfaceCheckRangeEvent>(HandleUserInterfaceRangeCheck);
// TODO make this a broadcast event subscription again when engine has updated.
SubscribeLocalEvent<UserInterfaceComponent, BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
SubscribeAllEvent<InteractInventorySlotEvent>(HandleInteractInventorySlotEvent);
SubscribeLocalEvent<UnremoveableComponent, ContainerGettingRemovedAttemptEvent>(OnRemoveAttempt);
SubscribeLocalEvent<UnremoveableComponent, GotUnequippedEvent>(OnUnequip);
SubscribeLocalEvent<UnremoveableComponent, GotUnequippedHandEvent>(OnUnequipHand);
SubscribeLocalEvent<UnremoveableComponent, DroppedEvent>(OnDropped);
CommandBinds.Builder
.Bind(ContentKeyFunctions.AltActivateItemInWorld,
new PointerInputCmdHandler(HandleAltUseInteraction))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUseInteraction))
.Bind(ContentKeyFunctions.ActivateItemInWorld,
new PointerInputCmdHandler(HandleActivateItemInWorld))
.Bind(ContentKeyFunctions.TryPullObject,
new PointerInputCmdHandler(HandleTryPullObject))
.Register<SharedInteractionSystem>();
_rateLimit.Register(RateLimitKey,
new RateLimitRegistration(CCVars.InteractionRateLimitPeriod,
CCVars.InteractionRateLimitCount,
null,
CCVars.InteractionRateLimitAnnounceAdminsDelay,
RateLimitAlertAdmins)
);
InitializeBlocking();
}
private void RateLimitAlertAdmins(ICommonSession session)
{
_chat.SendAdminAlert(Loc.GetString("interaction-rate-limit-admin-announcement", ("player", session.Name)));
}
public override void Shutdown()
{
CommandBinds.Unregister<SharedInteractionSystem>();
base.Shutdown();
}
/// <summary>
/// Check that the user that is interacting with the BUI is capable of interacting and can access the entity.
/// </summary>
private void OnBoundInterfaceInteractAttempt(Entity<UserInterfaceComponent> ent, ref BoundUserInterfaceMessageAttempt ev)
{
_uiQuery.TryComp(ev.Target, out var aUiComp);
if (!_actionBlockerSystem.CanInteract(ev.Actor, ev.Target))
{
// We permit ghosts to open uis unless explicitly blocked
if (ev.Message is not OpenBoundInterfaceMessage
|| !HasComp<GhostComponent>(ev.Actor)
|| aUiComp?.BlockSpectators == true)
{
ev.Cancel();
return;
}
}
var range = _ui.GetUiRange(ev.Target, ev.UiKey);
// As long as range>0, the UI frame updates should have auto-closed the UI if it is out of range.
DebugTools.Assert(range <= 0 || UiRangeCheck(ev.Actor, ev.Target, range));
if (range <= 0 && !IsAccessible(ev.Actor, ev.Target))
{
ev.Cancel();
return;
}
if (aUiComp == null)
return;
if (aUiComp.SingleUser && aUiComp.CurrentSingleUser != null && aUiComp.CurrentSingleUser != ev.Actor)
{
ev.Cancel();
return;
}
if (aUiComp.RequiresComplex && !_actionBlockerSystem.CanComplexInteract(ev.Actor))
ev.Cancel();
}
private bool UiRangeCheck(Entity<TransformComponent?> user, Entity<TransformComponent?> target, float range)
{
if (!Resolve(target, ref target.Comp))
return false;
if (user.Owner == target.Owner)
return true;
// Fast check: if the user is the parent of the entity (e.g., holding it), we always assume that it is in range
if (target.Comp.ParentUid == user.Owner)
return true;
return InRangeAndAccessible(user, target, range) || _ignoreUiRangeQuery.HasComp(user);
}
/// <summary>
/// Prevents an item with the Unremovable component from being removed from a container by almost any means
/// </summary>
private void OnRemoveAttempt(EntityUid uid, UnremoveableComponent item, ContainerGettingRemovedAttemptEvent args)
{
// don't prevent the server state for the container from being applied to the client correctly
// otherwise this will cause an error if the client predicts adding UnremoveableComponent
if (!_gameTiming.ApplyingState)
args.Cancel();
}
/// <summary>
/// If item has DeleteOnDrop true then item will be deleted if removed from inventory, if it is false then item
/// loses Unremoveable when removed from inventory (gibbing).
/// </summary>
private void OnUnequip(EntityUid uid, UnremoveableComponent item, GotUnequippedEvent args)
{
if (!item.DeleteOnDrop)
RemCompDeferred<UnremoveableComponent>(uid);
else
PredictedQueueDel(uid);
}
private void OnUnequipHand(EntityUid uid, UnremoveableComponent item, GotUnequippedHandEvent args)
{
if (!item.DeleteOnDrop)
RemCompDeferred<UnremoveableComponent>(uid);
else
PredictedQueueDel(uid);
}
private void OnDropped(EntityUid uid, UnremoveableComponent item, DroppedEvent args)
{
if (!item.DeleteOnDrop)
RemCompDeferred<UnremoveableComponent>(uid);
else
PredictedQueueDel(uid);
}
private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Log.Info($"TryPullObject input validation failed");
return true;
}
//is this user trying to pull themself?
if (userEntity.Value == uid)
return false;
if (Deleted(uid))
return false;
if (!InRangeUnobstructed(userEntity.Value, uid, popup: true))
return false;
_pullSystem.TogglePull(uid, userEntity.Value);
return false;
}
/// <summary>
/// Handles the event were a client uses an item in their inventory or in their hands, either by
/// alt-clicking it or pressing 'E' while hovering over it.
/// </summary>
private void HandleInteractInventorySlotEvent(InteractInventorySlotEvent msg, EntitySessionEventArgs args)
{
var item = GetEntity(msg.ItemUid);
// client sanitization
if (!TryComp(item, out TransformComponent? itemXform) || !ValidateClientInput(args.SenderSession, itemXform.Coordinates, item, out var user))
{
Log.Info($"Inventory interaction validation failed. Session={args.SenderSession}");
return;
}
// We won't bother to check that the target item is ACTUALLY in an inventory slot. UserInteraction() and
// InteractionActivate() should check that the item is accessible. So.. if a user wants to lie about an
// in-reach item being used in a slot... that should have no impact. This is functionally the same as if
// they had somehow directly clicked on that item.
if (msg.AltInteract)
// Use 'UserInteraction' function - behaves as if the user alt-clicked the item in the world.
UserInteraction(user.Value, itemXform.Coordinates, item, msg.AltInteract);
else
// User used 'E'. We want to activate it, not simulate clicking on the item
InteractionActivate(user.Value, item);
}
public bool HandleAltUseInteraction(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!ValidateClientInput(session, coords, uid, out var user))
{
Log.Info($"Alt-use input validation failed");
return true;
}
UserInteraction(user.Value, coords, uid, altInteract: true, checkAccess: ShouldCheckAccess(user.Value));
return false;
}
public bool HandleUseInteraction(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Log.Info($"Use input validation failed");
return true;
}
UserInteraction(userEntity.Value, coords, !Deleted(uid) ? uid : null, checkAccess: ShouldCheckAccess(userEntity.Value));
return false;
}
private bool ShouldCheckAccess(EntityUid user)
{
// This is for Admin/mapping convenience. If ever there are other ghosts that can still interact, this check
// might need to be more selective.
return !_tagSystem.HasTag(user, BypassInteractionRangeChecksTag);
}
/// <summary>
/// Returns true if the specified entity should hand interact with the target instead of attacking
/// </summary>
/// <param name="user">The user interacting in combat mode</param>
/// <param name="target">The target of the interaction</param>
/// <returns></returns>
public bool CombatModeCanHandInteract(EntityUid user, EntityUid? target)
{
// Always allow attack in these cases
if (target == null || !_handsQuery.TryComp(user, out var hands) || _hands.GetActiveItem((user, hands)) is not null)
return false;
// Only eat input if:
// - Target isn't an item
// - Target doesn't cancel should-interact event
// This is intended to allow items to be picked up in combat mode,
// but to also allow items to force attacks anyway (like mobs which are items, e.g. mice)
if (!_itemQuery.HasComp(target))
return false;
var combatEv = new CombatModeShouldHandInteractEvent();
RaiseLocalEvent(target.Value, ref combatEv);
if (combatEv.Cancelled)
return false;
return true;
}
/// <summary>
/// Resolves user interactions with objects.
/// </summary>
/// <remarks>
/// Checks Whether combat mode is enabled and whether the user can actually interact with the given entity.
/// </remarks>
/// <param name="altInteract">Whether to use default or alternative interactions (usually as a result of
/// alt+clicking). If combat mode is enabled, the alternative action is to perform the default non-combat
/// interaction. Having an item in the active hand also disables alternative interactions.</param>
public void UserInteraction(
EntityUid user,
EntityCoordinates coordinates,
EntityUid? target,
bool altInteract = false,
bool checkCanInteract = true,
bool checkAccess = true,
bool checkCanUse = true)
{
if (_relayQuery.TryComp(user, out var relay) && relay.RelayEntity is not null)
{
// TODO this needs to be handled better. This probably bypasses many complex can-interact checks in weird roundabout ways.
if (_actionBlockerSystem.CanInteract(user, target))
{
UserInteraction(relay.RelayEntity.Value,
coordinates,
target,
altInteract,
checkCanInteract,
checkAccess,
checkCanUse);
return;
}
}
if (target != null && Deleted(target.Value))
return;
if (!altInteract && _combatQuery.TryComp(user, out var combatMode) && combatMode.IsInCombatMode)
{
if (!CombatModeCanHandInteract(user, target))
return;
}
if (!ValidateInteractAndFace(user, coordinates))
return;
if (altInteract && target != null)
{
// Perform alternative interactions, using context menu verbs.
// These perform their own range, can-interact, and accessibility checks.
AltInteract(user, target.Value);
return;
}
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, target))
return;
// Check if interacted entity is in the same container, the direct child, or direct parent of the user.
// Also checks if the item is accessible via some storage UI (e.g., open backpack)
if (checkAccess && target != null && !IsAccessible(user, target.Value))
return;
var inRangeUnobstructed = target == null
? !checkAccess || InRangeUnobstructed(user, coordinates)
: !checkAccess || InRangeUnobstructed(user, target.Value); // permits interactions with wall mounted entities
// empty-hand interactions
// combat mode hand interactions will always be true here -- since
// they check this earlier before returning in
if (!TryGetUsedEntity(user, out var used, checkCanUse))
{
if (inRangeUnobstructed && target != null)
InteractHand(user, target.Value);
return;
}
if (target == used)
{
UseInHandInteraction(user, target.Value, checkCanUse: false, checkCanInteract: false);
return;
}
if (inRangeUnobstructed && target != null)
{
InteractUsing(
user,
used.Value,
target.Value,
coordinates,
checkCanInteract: false,
checkCanUse: false);
return;
}
InteractUsingRanged(
user,
used.Value,
target,
coordinates,
inRangeUnobstructed);
}
private bool IsDeleted(EntityUid uid)
{
return TerminatingOrDeleted(uid) || EntityManager.IsQueuedForDeletion(uid);
}
private bool IsDeleted(EntityUid? uid)
{
//optional / null entities can pass this validation check. I.e., is-deleted returns false for null uids
return uid != null && IsDeleted(uid.Value);
}
public void InteractHand(EntityUid user, EntityUid target)
{
if (IsDeleted(user) || IsDeleted(target))
return;
var complexInteractions = _actionBlockerSystem.CanComplexInteract(user);
if (!complexInteractions)
{
InteractionActivate(user,
target,
checkCanInteract: false,
checkUseDelay: true,
checkAccess: false,
complexInteractions: complexInteractions,
checkDeletion: false);
return;
}
// allow for special logic before main interaction
var ev = new BeforeInteractHandEvent(target);
RaiseLocalEvent(user, ev);
if (ev.Handled)
{
_adminLogger.Add(LogType.InteractHand, LogImpact.Low, $"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target}, but it was handled by another system");
return;
}
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(target));
// all interactions should only happen when in range / unobstructed, so no range check is needed
var message = new InteractHandEvent(user, target);
RaiseLocalEvent(target, message, true);
_adminLogger.Add(LogType.InteractHand, LogImpact.Low, $"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target}");
DoContactInteraction(user, target, message);
if (message.Handled)
return;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(target));
// Else we run Activate.
InteractionActivate(user,
target,
checkCanInteract: false,
checkUseDelay: true,
checkAccess: false,
complexInteractions: complexInteractions,
checkDeletion: false);
}
public void InteractUsingRanged(EntityUid user, EntityUid used, EntityUid? target,
EntityCoordinates clickLocation, bool inRangeUnobstructed)
{
if (IsDeleted(user) || IsDeleted(used) || IsDeleted(target))
return;
if (target != null)
{
_adminLogger.Add(
LogType.InteractUsing,
LogImpact.Low,
$"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target} using {ToPrettyString(used):used}");
}
else
{
_adminLogger.Add(
LogType.InteractUsing,
LogImpact.Low,
$"{ToPrettyString(user):user} interacted with *nothing* using {ToPrettyString(used):used}");
}
if (RangedInteractDoBefore(user, used, target, clickLocation, inRangeUnobstructed, checkDeletion: false))
return;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used) && !IsDeleted(target));
if (target != null)
{
var rangedMsg = new RangedInteractEvent(user, used, target.Value, clickLocation);
RaiseLocalEvent(target.Value, rangedMsg, true);
// We contact the USED entity, but not the target.
DoContactInteraction(user, used, rangedMsg);
if (rangedMsg.Handled)
return;
}
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used) && !IsDeleted(target));
InteractDoAfter(user, used, target, clickLocation, inRangeUnobstructed, checkDeletion: false);
}
protected bool ValidateInteractAndFace(EntityUid user, EntityCoordinates coordinates)
{
// Verify user is on the same map as the entity they clicked on
if (_transform.GetMapId(coordinates) != Transform(user).MapID)
return false;
// Only rotate to face if they're not moving.
if (!HasComp<NoRotateOnInteractComponent>(user) && (!TryComp(user, out InputMoverComponent? mover) || (mover.HeldMoveButtons & MoveButtons.AnyDirection) == 0x0))
{
_rotateToFaceSystem.TryFaceCoordinates(user, _transform.ToMapCoordinates(coordinates).Position);
}
return true;
}
/// <summary>
/// Traces a ray from coords to otherCoords and returns the length
/// of the vector between coords and the ray's first hit.
/// </summary>
/// <param name="origin">Set of coordinates to use.</param>
/// <param name="other">Other set of coordinates to use.</param>
/// <param name="collisionMask">the mask to check for collisions</param>
/// <param name="predicate">
/// A predicate to check whether to ignore an entity or not.
/// If it returns true, it will be ignored.
/// </param>
/// <returns>Length of resulting ray.</returns>
public float UnobstructedDistance(
MapCoordinates origin,
MapCoordinates other,
int collisionMask = (int) InRangeUnobstructedMask,
Ignored? predicate = null)
{
var dir = other.Position - origin.Position;
if (dir.LengthSquared().Equals(0f))
return 0f;
predicate ??= _ => false;
var ray = new CollisionRay(origin.Position, dir.Normalized(), collisionMask);
var rayResults = _broadphase.IntersectRayWithPredicate(origin.MapId, ray, dir.Length(), predicate.Invoke, false).ToList();
if (rayResults.Count == 0)
return dir.Length();
return (rayResults[0].HitPos - origin.Position).Length();
}
/// <summary>
/// Checks that these coordinates are within a certain distance without any
/// entity that matches the collision mask obstructing them.
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the two sets
/// of coordinates.
/// </summary>
/// <param name="origin">Set of coordinates to use.</param>
/// <param name="other">Other set of coordinates to use.</param>
/// <param name="range">
/// Maximum distance between the two sets of coordinates.
/// </param>
/// <param name="collisionMask">The mask to check for collisions.</param>
/// <param name="predicate">
/// A predicate to check whether to ignore an entity or not.
/// If it returns true, it will be ignored.
/// </param>
/// <param name="checkAccess">Perform range checks</param>
/// <returns>
/// True if the two points are within a given range without being obstructed.
/// </returns>
public bool InRangeUnobstructed(
MapCoordinates origin,
MapCoordinates other,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool checkAccess = true)
{
// Have to be on same map regardless.
if (other.MapId != origin.MapId)
return false;
if (!checkAccess)
return true;
var dir = other.Position - origin.Position;
var length = dir.Length();
// If range specified also check it
if (range > 0f && length > range)
return false;
if (MathHelper.CloseTo(length, 0))
return true;
predicate ??= _ => false;
if (length > MaxRaycastRange)
{
Log.Warning("InRangeUnobstructed check performed over extreme range. Limiting CollisionRay size.");
length = MaxRaycastRange;
}
var ray = new CollisionRay(origin.Position, dir.Normalized(), (int) collisionMask);
var rayResults = _broadphase.IntersectRayWithPredicate(origin.MapId, ray, length, predicate.Invoke, false).ToList();
return rayResults.Count == 0;
}
public bool InRangeUnobstructed(
Entity<TransformComponent?> origin,
Entity<TransformComponent?> other,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false,
bool overlapCheck = true)
{
if (!Resolve(other, ref other.Comp))
return false;
var ev = new InRangeOverrideEvent(origin, other);
RaiseLocalEvent(origin, ref ev);
if (ev.Handled)
{
return ev.InRange;
}
return InRangeUnobstructed(origin,
other,
other.Comp.Coordinates,
other.Comp.LocalRotation,
range,
collisionMask,
predicate,
popup,
overlapCheck);
}
/// <summary>
/// Checks that two entities are within a certain distance without any
/// entity that matches the collision mask obstructing them.
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the two entities.
/// This function will also check whether the other entity is a wall-mounted entity. If it is, it will
/// automatically ignore some obstructions.
/// </summary>
/// <param name="origin">The first entity to use.</param>
/// <param name="other">Other entity to use.</param>
/// <param name="otherAngle">The local rotation to use for the other entity.</param>
/// <param name="range">
/// Maximum distance between the two entities.
/// </param>
/// <param name="collisionMask">The mask to check for collisions.</param>
/// <param name="predicate">
/// A predicate to check whether to ignore an entity or not.
/// If it returns true, it will be ignored.
/// </param>
/// <param name="popup">
/// Whether or not to popup a feedback message on the origin entity for
/// it to see.
/// </param>
/// <param name="otherCoordinates">The coordinates to use for the other entity.</param>
/// <returns>
/// True if the two points are within a given range without being obstructed.
/// </returns>
/// <param name="overlapCheck">If true, if the broadphase query returns an overlap (0f distance) this function will early out true with no raycast made.</param>
public bool InRangeUnobstructed(
Entity<TransformComponent?> origin,
Entity<TransformComponent?> other,
EntityCoordinates otherCoordinates,
Angle otherAngle,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false,
bool overlapCheck = true)
{
Ignored combinedPredicate = e => e == origin.Owner || (predicate?.Invoke(e) ?? false);
var inRange = true;
MapCoordinates originPos = default;
var targetPos = _transform.ToMapCoordinates(otherCoordinates);
Angle targetRot = _transform.GetWorldRotation(otherCoordinates.EntityId) + otherAngle;
// So essentially:
// 1. If fixtures available check nearest point. We take in coordinates / angles because we might want to use a lag compensated position
// 2. Fall back to centre of body.
// Alternatively we could check centre distances first though
// that means we wouldn't be able to easily check overlap interactions.
if (range > 0f &&
_fixtureQuery.TryComp(origin, out var fixtureA) &&
// These fixture counts are stuff that has the component but no fixtures for <reasons> (e.g. buttons).
// At least until they get removed.
fixtureA.FixtureCount > 0 &&
_fixtureQuery.TryComp(other, out var fixtureB) &&
fixtureB.FixtureCount > 0 &&
Resolve(origin, ref origin.Comp))
{
var (worldPosA, worldRotA) = _transform.GetWorldPositionRotation(origin.Comp);
var xfA = new Transform(worldPosA, worldRotA);
var xfB = new Transform(targetPos.Position, targetRot);
// Different map or the likes.
if (!_broadphase.TryGetNearest(
origin,
other,
out _,
out _,
out var distance,
xfA,
xfB,
fixtureA,
fixtureB))
{
inRange = false;
}
// Overlap, early out and no raycast.
else if (overlapCheck && distance.Equals(0f))
{
return true;
}
// Entity can bypass range checks.
else if (!ShouldCheckAccess(origin))
{
return true;
}
// Out of range so don't raycast.
else if (distance > range)
{
inRange = false;
}
else
{
// We'll still do the raycast from the centres but we'll bump the range as we know they're in range.
originPos = _transform.GetMapCoordinates(origin, xform: origin.Comp);
range = (originPos.Position - targetPos.Position).Length();
}
}
// No fixtures, e.g. wallmounts.
else
{
originPos = _transform.GetMapCoordinates(origin, origin);
}
// Do a raycast to check if relevant
if (inRange)
{
var rayPredicate = GetPredicate(originPos, other, targetPos, targetRot, collisionMask, combinedPredicate);
inRange = InRangeUnobstructed(originPos, targetPos, range, collisionMask, rayPredicate, ShouldCheckAccess(origin));
}
if (!inRange && popup && _gameTiming.IsFirstTimePredicted)
{
var message = Loc.GetString("interaction-system-user-interaction-cannot-reach");
_popupSystem.PopupClient(message, origin, origin);
}
return inRange;
}
public bool InRangeUnobstructed(
MapCoordinates origin,
EntityUid target,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null)
{
var transform = Transform(target);
var (position, rotation) = _transform.GetWorldPositionRotation(transform);
var mapPos = new MapCoordinates(position, transform.MapID);
var combinedPredicate = GetPredicate(origin, target, mapPos, rotation, collisionMask, predicate);
return InRangeUnobstructed(origin, mapPos, range, collisionMask, combinedPredicate);
}
/// <summary>
/// Gets the entities to ignore for an unobstructed raycast
/// </summary>
/// <example>
/// if the target entity is a wallmount we ignore all other entities on the tile.
/// </example>
private Ignored GetPredicate(
MapCoordinates originCoords,
EntityUid target,
MapCoordinates targetCoords,
Angle targetRotation,
CollisionGroup collisionMask,
Ignored? predicate = null)
{
HashSet<EntityUid> ignored = new();
if (_itemQuery.HasComp(target) && _physicsQuery.TryComp(target, out var physics) && physics.CanCollide)
{
// If the target is an item, we ignore any colliding entities. Currently done so that if items get stuck
// inside of walls, users can still pick them up.
// TODO: Bandaid, alloc spam
// We use 0.01 range just in case it's perfectly in between 2 walls and 1 gets missed.
foreach (var otherEnt in _lookup.GetEntitiesInRange(target, 0.01f, flags: LookupFlags.Static))
{
if (target == otherEnt ||
!_physicsQuery.TryComp(otherEnt, out var otherBody) ||
!otherBody.CanCollide ||
((int)collisionMask & otherBody.CollisionLayer) == 0x0)
{
continue;
}
ignored.Add(otherEnt);
}
}
else if (_wallMountQuery.TryComp(target, out var wallMount))
{
// wall-mount exemptions may be restricted to a specific angle range.da
bool ignoreAnchored;
if (wallMount.Arc >= Math.Tau)
ignoreAnchored = true;
else
{
var angle = Angle.FromWorldVec(originCoords.Position - targetCoords.Position);
var angleDelta = (wallMount.Direction + targetRotation - angle).Reduced().FlipPositive();
ignoreAnchored = angleDelta < wallMount.Arc / 2 || Math.Tau - angleDelta < wallMount.Arc / 2;
}
if (ignoreAnchored && _mapManager.TryFindGridAt(targetCoords, out var gridUid, out var grid))
ignored.UnionWith(_map.GetAnchoredEntities((gridUid, grid), targetCoords));
}
Ignored combinedPredicate = e => e == target || (predicate?.Invoke(e) ?? false) || ignored.Contains(e);
return combinedPredicate;
}
/// <summary>
/// Checks that an entity and a set of grid coordinates are within a certain
/// distance without any entity that matches the collision mask
/// obstructing them.
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the entity and component.
/// </summary>
/// <param name="origin">The entity to use.</param>
/// <param name="other">The grid coordinates to use.</param>
/// <param name="range">
/// Maximum distance between the two entity and set of grid coordinates.
/// </param>
/// <param name="collisionMask">The mask to check for collisions.</param>
/// <param name="predicate">
/// A predicate to check whether to ignore an entity or not.
/// If it returns true, it will be ignored.
/// </param>
/// <param name="popup">
/// Whether or not to popup a feedback message on the origin entity for
/// it to see.
/// </param>
/// <returns>
/// True if the two points are within a given range without being obstructed.
/// </returns>
public bool InRangeUnobstructed(
EntityUid origin,
EntityCoordinates other,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false)
{
return InRangeUnobstructed(origin, _transform.ToMapCoordinates(other), range, collisionMask, predicate, popup);
}
/// <summary>
/// Checks that an entity and a set of map coordinates are within a certain
/// distance without any entity that matches the collision mask
/// obstructing them.
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the entity and component.
/// </summary>
/// <param name="origin">The entity to use.</param>
/// <param name="other">The map coordinates to use.</param>
/// <param name="range">
/// Maximum distance between the two entity and set of map coordinates.
/// </param>
/// <param name="collisionMask">The mask to check for collisions.</param>
/// <param name="predicate">
/// A predicate to check whether to ignore an entity or not.
/// If it returns true, it will be ignored.
/// </param>
/// <param name="popup">
/// Whether or not to popup a feedback message on the origin entity for
/// it to see.
/// </param>
/// <returns>
/// True if the two points are within a given range without being obstructed.
/// </returns>
public bool InRangeUnobstructed(
EntityUid origin,
MapCoordinates other,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false)
{
Ignored combinedPredicate = e => e == origin || (predicate?.Invoke(e) ?? false);
var originPosition = _transform.GetMapCoordinates(origin);
var inRange = InRangeUnobstructed(originPosition, other, range, collisionMask, combinedPredicate, ShouldCheckAccess(origin));
if (!inRange && popup && _gameTiming.IsFirstTimePredicted)
{
var message = Loc.GetString("interaction-system-user-interaction-cannot-reach");
_popupSystem.PopupEntity(message, origin, origin);
}
return inRange;
}
public bool RangedInteractDoBefore(
EntityUid user,
EntityUid used,
EntityUid? target,
EntityCoordinates clickLocation,
bool canReach,
bool checkDeletion = true)
{
if (checkDeletion && (IsDeleted(user) || IsDeleted(used) || IsDeleted(target)))
return false;
var ev = new BeforeRangedInteractEvent(user, used, target, clickLocation, canReach);
RaiseLocalEvent(used, ev);
if (!ev.Handled)
return false;
// We contact the USED entity, but not the target.
DoContactInteraction(user, used, ev);
return ev.Handled;
}
/// <summary>
/// Uses an item/object on an entity
/// Finds components with the InteractUsing interface and calls their function
/// NOTE: Does not have an InRangeUnobstructed check
/// </summary>
/// <param name="user">User doing the interaction.</param>
/// <param name="used">Item being used on the <paramref name="target"/>.</param>
/// <param name="target">Entity getting interacted with by the <paramref name="user"/> using the
/// <paramref name="used"/> entity.</param>
/// <param name="clickLocation">The location that the <paramref name="user"/> clicked.</param>
/// <param name="checkCanInteract">Whether to check that the <paramref name="user"/> can interact with the
/// <paramref name="target"/>.</param>
/// <param name="checkCanUse">Whether to check that the <paramref name="user"/> can use the
/// <paramref name="used"/> entity.</param>
/// <returns>True if the interaction was handled. Otherwise, false.</returns>
public bool InteractUsing(
EntityUid user,
EntityUid used,
EntityUid target,
EntityCoordinates clickLocation,
bool checkCanInteract = true,
bool checkCanUse = true)
{
if (IsDeleted(user) || IsDeleted(used) || IsDeleted(target))
return false;
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, target))
return false;
if (checkCanUse && !_actionBlockerSystem.CanUseHeldEntity(user, used))
return false;
_adminLogger.Add(
LogType.InteractUsing,
LogImpact.Low,
$"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target} using {ToPrettyString(used):used}");
if (RangedInteractDoBefore(user, used, target, clickLocation, canReach: true, checkDeletion: false))
return true;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used) && !IsDeleted(target));
// all interactions should only happen when in range / unobstructed, so no range check is needed
var interactUsingEvent = new InteractUsingEvent(user, used, target, clickLocation);
RaiseLocalEvent(target, interactUsingEvent, true);
DoContactInteraction(user, used, interactUsingEvent);
DoContactInteraction(user, target, interactUsingEvent);
// Contact interactions are currently only used for forensics, so we don't raise used -> target
if (interactUsingEvent.Handled)
return true;
if (InteractDoAfter(user, used, target, clickLocation, canReach: true, checkDeletion: false))
return true;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used) && !IsDeleted(target));
return false;
}
/// <summary>
/// Used when clicking on an entity resulted in no other interaction. Used for low-priority interactions.
/// </summary>
/// <param name="user"><inheritdoc cref="InteractUsing"/></param>
/// <param name="used"><inheritdoc cref="InteractUsing"/></param>
/// <param name="target"><inheritdoc cref="InteractUsing"/></param>
/// <param name="clickLocation"><inheritdoc cref="InteractUsing"/></param>
/// <param name="canReach">Whether the <paramref name="user"/> is in range of the <paramref name="target"/>.
/// </param>
/// <returns>True if the interaction was handled. Otherwise, false.</returns>
public bool InteractDoAfter(EntityUid user, EntityUid used, EntityUid? target, EntityCoordinates clickLocation, bool canReach, bool checkDeletion = true)
{
if (target is { Valid: false })
target = null;
if (checkDeletion && (IsDeleted(user) || IsDeleted(used) || IsDeleted(target)))
return false;
var afterInteractEvent = new AfterInteractEvent(user, used, target, clickLocation, canReach);
RaiseLocalEvent(used, afterInteractEvent);
DoContactInteraction(user, used, afterInteractEvent);
if (canReach)
{
DoContactInteraction(user, target, afterInteractEvent);
// Contact interactions are currently only used for forensics, so we don't raise used -> target
}
if (afterInteractEvent.Handled)
return true;
if (target == null)
return false;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used) && !IsDeleted(target));
var afterInteractUsingEvent = new AfterInteractUsingEvent(user, used, target, clickLocation, canReach);
RaiseLocalEvent(target.Value, afterInteractUsingEvent);
DoContactInteraction(user, used, afterInteractUsingEvent);
if (canReach)
{
DoContactInteraction(user, target, afterInteractUsingEvent);
// Contact interactions are currently only used for forensics, so we don't raise used -> target
}
return afterInteractUsingEvent.Handled;
}
#region ActivateItemInWorld
private bool HandleActivateItemInWorld(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var user))
{
Log.Info($"ActivateItemInWorld input validation failed");
return false;
}
if (Deleted(uid))
return false;
InteractionActivate(user.Value, uid, checkAccess: ShouldCheckAccess(user.Value));
return false;
}
/// <summary>
/// Raises <see cref="ActivateInWorldEvent"/> events and activates the IActivate behavior of an object.
/// </summary>
/// <remarks>
/// Does not check the can-use action blocker. In activations interacts can target entities outside of the users
/// hands.
/// </remarks>
public bool InteractionActivate(
EntityUid user,
EntityUid used,
bool checkCanInteract = true,
bool checkUseDelay = true,
bool checkAccess = true,
bool? complexInteractions = null,
bool checkDeletion = true)
{
if (checkDeletion && (IsDeleted(user) || IsDeleted(used)))
return false;
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used));
_delayQuery.TryComp(used, out var delayComponent);
if (checkUseDelay && delayComponent != null && _useDelay.IsDelayed((used, delayComponent)))
return false;
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, used))
return false;
if (checkAccess && !InRangeUnobstructed(user, used))
return false;
// Check if interacted entity is in the same container, the direct child, or direct parent of the user.
// This is bypassed IF the interaction happened through an item slot (e.g., backpack UI)
if (checkAccess && !IsAccessible(user, used))
return false;
complexInteractions ??= _actionBlockerSystem.CanComplexInteract(user);
var activateMsg = new ActivateInWorldEvent(user, used, complexInteractions.Value);
RaiseLocalEvent(used, activateMsg, true);
if (activateMsg.Handled)
{
DoContactInteraction(user, used);
if (!activateMsg.WasLogged)
_adminLogger.Add(LogType.InteractActivate, LogImpact.Low, $"{ToPrettyString(user):user} activated {ToPrettyString(used):used}");
if (delayComponent != null)
_useDelay.TryResetDelay(used, component: delayComponent);
return true;
}
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used));
var userEv = new UserActivateInWorldEvent(user, used, complexInteractions.Value);
RaiseLocalEvent(user, userEv, true);
if (!userEv.Handled)
return false;
DoContactInteraction(user, used);
// Still need to call this even without checkUseDelay in case this gets relayed from Activate.
if (delayComponent != null)
_useDelay.TryResetDelay(used, component: delayComponent);
_adminLogger.Add(LogType.InteractActivate, LogImpact.Low, $"{ToPrettyString(user):user} activated {ToPrettyString(used):used}");
return true;
}
#endregion
#region Hands
#region Use
/// <summary>
/// Raises UseInHandEvents and activates the IUse behaviors of an entity
/// Does not check accessibility or range, for obvious reasons
/// </summary>
/// <returns>True if the interaction was handled. False otherwise</returns>
public bool UseInHandInteraction(
EntityUid user,
EntityUid used,
bool checkCanUse = true,
bool checkCanInteract = true,
bool checkUseDelay = true)
{
if (IsDeleted(user) || IsDeleted(used))
return false;
_delayQuery.TryComp(used, out var delayComponent);
if (checkUseDelay && delayComponent != null && _useDelay.IsDelayed((used, delayComponent)))
return true; // if the item is on cooldown, we consider this handled.
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, used))
return false;
if (checkCanUse && !_actionBlockerSystem.CanUseHeldEntity(user, used))
return false;
var useMsg = new UseInHandEvent(user);
RaiseLocalEvent(used, useMsg, true);
if (useMsg.Handled)
{
DoContactInteraction(user, used, useMsg);
if (delayComponent != null && useMsg.ApplyDelay)
_useDelay.TryResetDelay((used, delayComponent));
return true;
}
DebugTools.Assert(!IsDeleted(user) && !IsDeleted(used));
// else, default to activating the item
return InteractionActivate(user, used, false, false, false, checkDeletion: false);
}
/// <summary>
/// Alternative interactions on an entity.
/// </summary>
/// <remarks>
/// Uses the context menu verb list, and acts out the highest priority alternative interaction verb.
/// </remarks>
/// <returns>True if the interaction was handled, false otherwise.</returns>
public bool AltInteract(EntityUid user, EntityUid target)
{
// Get list of alt-interact verbs
var verbs = _verbSystem.GetLocalVerbs(target, user, typeof(AlternativeVerb));
if (verbs.Count == 0)
return false;
_verbSystem.ExecuteVerb(verbs.First(), user, target);
return true;
}
#endregion
public void DroppedInteraction(EntityUid user, EntityUid item)
{
if (IsDeleted(user) || IsDeleted(item))
return;
var dropMsg = new DroppedEvent(user);
RaiseLocalEvent(item, dropMsg, true);
// If the dropper is rotated then use their targetrelativerotation as the drop rotation
var rotation = Angle.Zero;
if (TryComp<InputMoverComponent>(user, out var mover))
{
rotation = mover.TargetRelativeRotation;
}
Transform(item).LocalRotation = rotation;
}
#endregion
/// <summary>
/// Check if a user can access a target (stored in the same containers) and is in range without obstructions.
/// </summary>
public bool InRangeAndAccessible(
Entity<TransformComponent?> user,
Entity<TransformComponent?> target,
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null)
{
if (user == target)
return true;
if (!Resolve(user, ref user.Comp))
return false;
if (!Resolve(target, ref target.Comp))
return false;
return IsAccessible(user, target) && InRangeUnobstructed(user, target, range, collisionMask, predicate);
}
/// <summary>
/// Check if a user can access a target or if they are stored in different containers.
/// </summary>
public bool IsAccessible(Entity<TransformComponent?> user, Entity<TransformComponent?> target)
{
var ev = new AccessibleOverrideEvent(user, target);
RaiseLocalEvent(user, ref ev);
if (ev.Handled)
return ev.Accessible;
if (_containerSystem.IsInSameOrParentContainer(user, target, out _, out var container))
return true;
return container != null && CanAccessViaStorage(user, target, container);
}
/// <summary>
/// If a target is in range, but not in the same container as the user, it may be inside of a backpack. This
/// checks if the user can access the item in these situations.
/// </summary>
public bool CanAccessViaStorage(EntityUid user, EntityUid target)
{
if (!_containerSystem.TryGetContainingContainer((target, null, null), out var container))
return false;
return CanAccessViaStorage(user, target, container);
}
/// <inheritdoc cref="CanAccessViaStorage(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid)"/>
public bool CanAccessViaStorage(EntityUid user, EntityUid target, BaseContainer container)
{
if (StorageComponent.ContainerId != container.ID)
return false;
// we don't check if the user can access the storage entity itself. This should be handed by the UI system.
return _ui.IsUiOpen(container.Owner, StorageComponent.StorageUiKey.Key, user);
}
/// <summary>
/// Checks whether an entity currently equipped by another player is accessible to some user. This shouldn't
/// be used as a general interaction check, as these kinda of interactions should generally trigger a
/// do-after and a warning for the other player.
/// </summary>
public bool CanAccessEquipment(EntityUid user, EntityUid target)
{
if (Deleted(target))
return false;
if (!_containerSystem.TryGetContainingContainer(target, out var container))
return false;
var wearer = container.Owner;
if (!_inventory.TryGetSlot(wearer, container.ID, out var slotDef))
return false;
if (wearer == user)
return true;
if (_strippable.IsStripHidden(slotDef, user))
return false;
return InRangeUnobstructed(user, wearer) && _containerSystem.IsInSameOrParentContainer(user, wearer);
}
protected bool ValidateClientInput(
ICommonSession? session,
EntityCoordinates coords,
EntityUid uid,
[NotNullWhen(true)] out EntityUid? userEntity)
{
userEntity = null;
if (!coords.IsValid(EntityManager))
{
Log.Info($"Invalid Coordinates: client={session}, coords={coords}");
return false;
}
if (IsClientSide(uid))
{
Log.Warning($"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
return false;
}
userEntity = session?.AttachedEntity;
if (userEntity == null || !userEntity.Value.Valid)
{
Log.Warning($"Client sent interaction with no attached entity. Session={session}");
return false;
}
if (!Exists(userEntity))
{
Log.Warning($"Client attempted interaction with a non-existent attached entity. Session={session}, entity={userEntity}");
return false;
}
return _rateLimit.CountAction(session!, RateLimitKey) == RateLimitStatus.Allowed;
}
/// <summary>
/// Simple convenience function to raise contact events (disease, forensics, etc).
/// </summary>
public void DoContactInteraction(EntityUid uidA, EntityUid? uidB, HandledEntityEventArgs? args = null)
{
if (uidB == null || args?.Handled == false)
return;
if (uidA == uidB.Value)
return;
if (!TryComp(uidA, out MetaDataComponent? metaA) || metaA.EntityPaused)
return;
if (!TryComp(uidB, out MetaDataComponent? metaB) || metaB.EntityPaused)
return ;
// TODO Struct event
var ev = new ContactInteractionEvent(uidB.Value);
RaiseLocalEvent(uidA, ev);
ev.Other = uidA;
RaiseLocalEvent(uidB.Value, ev);
}
private void HandleUserInterfaceRangeCheck(ref BoundUserInterfaceCheckRangeEvent ev)
{
if (ev.Result == BoundUserInterfaceRangeResult.Fail)
return;
ev.Result = UiRangeCheck(ev.Actor!, ev.Target, ev.Data.InteractionRange)
? BoundUserInterfaceRangeResult.Pass
: BoundUserInterfaceRangeResult.Fail;
}
/// <summary>
/// Gets the entity that is currently being "used" for the interaction.
/// In most cases, this refers to the entity in the character's active hand.
/// </summary>
/// <returns>If there is an entity being used.</returns>
public bool TryGetUsedEntity(EntityUid user, [NotNullWhen(true)] out EntityUid? used, bool checkCanUse = true)
{
var ev = new GetUsedEntityEvent(user);
RaiseLocalEvent(user, ref ev);
used = ev.Used;
if (!ev.Handled)
return false;
// Can the user use the held entity?
if (checkCanUse && !_actionBlockerSystem.CanUseHeldEntity(user, ev.Used!.Value))
{
used = null;
return false;
}
return ev.Handled;
}
[Obsolete("Use ActionBlockerSystem")]
public bool SupportsComplexInteractions(EntityUid user)
{
return _actionBlockerSystem.CanComplexInteract(user);
}
}
/// <summary>
/// Raised when a player attempts to activate an item in an inventory slot or hand slot
/// </summary>
[Serializable, NetSerializable]
public sealed class InteractInventorySlotEvent : EntityEventArgs
{
/// <summary>
/// Entity that was interacted with.
/// </summary>
public NetEntity ItemUid { get; }
/// <summary>
/// Whether the interaction used the alt-modifier to trigger alternative interactions.
/// </summary>
public bool AltInteract { get; }
public InteractInventorySlotEvent(NetEntity itemUid, bool altInteract = false)
{
ItemUid = itemUid;
AltInteract = altInteract;
}
}
/// <summary>
/// Raised directed by-ref on an entity to determine what item will be used in interactions.
/// </summary>
[ByRefEvent]
public record struct GetUsedEntityEvent(EntityUid User)
{
public EntityUid User = User;
public EntityUid? Used = null;
public bool Handled => Used != null;
};
/// <summary>
/// Raised directed by-ref on an item to determine if hand interactions should go through.
/// Defaults to allowing hand interactions to go through. Cancel to force the item to be attacked instead.
/// </summary>
/// <param name="Cancelled">Whether the hand interaction should be cancelled.</param>
[ByRefEvent]
public record struct CombatModeShouldHandInteractEvent(bool Cancelled = false);
/// <summary>
/// Override event raised directed on the user to say the target is accessible.
/// </summary>
/// <param name="User"></param>
/// <param name="Target"></param>
[ByRefEvent]
public record struct AccessibleOverrideEvent(EntityUid User, EntityUid Target)
{
public readonly EntityUid User = User;
public readonly EntityUid Target = Target;
public bool Handled;
public bool Accessible = false;
}
/// <summary>
/// Override event raised directed on a user to check InRangeUnoccluded AND InRangeUnobstructed to the target if you require custom logic.
/// </summary>
[ByRefEvent]
public record struct InRangeOverrideEvent(EntityUid User, EntityUid Target)
{
public readonly EntityUid User = User;
public readonly EntityUid Target = Target;
public bool Handled;
public bool InRange = false;
}
}