89 lines
2.9 KiB
C#
89 lines
2.9 KiB
C#
using System;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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#nullable enable
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface gives components a behavior when their entity is in the active hand, when
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/// clicking on another object and no interaction occurs, at any range. This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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public interface IAfterInteract
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{
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/// <summary>
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/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
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/// </summary>
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Task AfterInteract(AfterInteractEventArgs eventArgs);
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}
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public class AfterInteractEventArgs : EventArgs
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{
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public IEntity User { get; }
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public EntityCoordinates ClickLocation { get; }
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public IEntity? Target { get; }
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public bool CanReach { get; }
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public AfterInteractEventArgs(IEntity user, EntityCoordinates clickLocation, IEntity? target, bool canReach)
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{
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User = user;
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ClickLocation = clickLocation;
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Target = target;
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CanReach = canReach;
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}
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}
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/// <summary>
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/// Raised when clicking on another object and no attack event was handled.
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/// </summary>
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[PublicAPI]
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public class AfterInteractMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity that triggered the attack.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Entity that the User attacked with.
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/// </summary>
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public IEntity ItemInHand { get; set; }
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/// <summary>
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/// Entity that was attacked. This can be null if the attack did not click on an entity.
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/// </summary>
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public IEntity? Attacked { get; }
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/// <summary>
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/// Location that the user clicked outside of their interaction range.
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/// </summary>
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public EntityCoordinates ClickLocation { get; }
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/// <summary>
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/// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within
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/// reach radius around the user.
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/// </summary>
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public bool CanReach { get; }
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public AfterInteractMessage(IEntity user, IEntity itemInHand, IEntity? attacked,
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EntityCoordinates clickLocation, bool canReach)
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{
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User = user;
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Attacked = attacked;
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ClickLocation = clickLocation;
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ItemInHand = itemInHand;
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CanReach = canReach;
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}
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}
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}
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