109 lines
3.8 KiB
C#
109 lines
3.8 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.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.Interaction
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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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[RequiresExplicitImplementation]
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public interface IAfterInteract
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{
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/// <summary>
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/// The interaction priority. Higher numbers get called first.
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/// </summary>
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/// <value>Priority defaults to 0</value>
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int Priority => 0;
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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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[Obsolete("Use AfterInteractMessage instead")]
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Task<bool> AfterInteract(AfterInteractEventArgs eventArgs);
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}
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public sealed class AfterInteractEventArgs : EventArgs
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{
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public EntityUid User { get; }
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public EntityCoordinates ClickLocation { get; }
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public EntityUid? Target { get; }
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public bool CanReach { get; }
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public AfterInteractEventArgs(EntityUid user, EntityCoordinates clickLocation, EntityUid? 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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[PublicAPI]
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public abstract class InteractEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that the user used to interact.
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/// </summary>
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public EntityUid Used { get; }
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/// <summary>
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/// Entity that was interacted on. This can be null if there was no target (e.g., clicking on tiles).
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/// </summary>
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public EntityUid? Target { 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 in range without obstructions?
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/// </summary>
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public bool CanReach { get; }
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public InteractEvent(EntityUid user, EntityUid used, EntityUid? target,
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EntityCoordinates clickLocation, bool canReach)
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{
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User = user;
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Used = used;
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Target = target;
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ClickLocation = clickLocation;
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CanReach = canReach;
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}
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}
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/// <summary>
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/// Raised directed on the used object when clicking on another object and no standard interaction occurred.
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/// Used for low-priority interactions facilitated by the used entity.
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/// </summary>
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public sealed class AfterInteractEvent : InteractEvent
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{
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public AfterInteractEvent(EntityUid user, EntityUid used, EntityUid? target,
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EntityCoordinates clickLocation, bool canReach) : base(user, used, target, clickLocation, canReach)
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{ }
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}
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/// <summary>
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/// Raised directed on the target when clicking on another object and no standard interaction occurred. Used for
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/// low-priority interactions facilitated by the target entity.
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/// </summary>
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public sealed class AfterInteractUsingEvent : InteractEvent
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{
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public AfterInteractUsingEvent(EntityUid user, EntityUid used, EntityUid? target,
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EntityCoordinates clickLocation, bool canReach) : base(user, used, target, clickLocation, canReach)
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{ }
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}
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}
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