384 lines
15 KiB
C#
384 lines
15 KiB
C#
using System;
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using Content.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Input;
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using SS14.Shared.Input;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior when being clicked on or "attacked" by a user with an object in their hand
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/// </summary>
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public interface IAttackBy
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{
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/// <summary>
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/// Called when using one object on another
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attackwith"></param>
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/// <returns></returns>
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bool AttackBy(AttackByEventArgs eventArgs);
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}
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public class AttackByEventArgs : AttackHandEventArgs
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{
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public IEntity AttackWith { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when being clicked on or "attacked" by a user with an empty hand
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/// </summary>
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public interface IAttackHand
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{
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/// <summary>
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/// Called when a player directly interacts with an empty hand
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/// </summary>
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/// <param name="user"></param>
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/// <returns></returns>
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bool AttackHand(AttackHandEventArgs eventArgs);
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}
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public class AttackHandEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when being clicked by objects outside the range of direct use
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/// </summary>
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public interface IRangedAttackby
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{
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/// <summary>
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/// Called when we try to interact with an entity out of range
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attackwith"></param>
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/// <param name="clicklocation"></param>
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/// <returns></returns>
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bool RangedAttackby(IEntity user, IEntity attackwith, GridCoordinates clicklocation);
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}
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/// <summary>
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/// This interface gives components a behavior when clicking on another object and no interaction occurs
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/// Doesn't pass what you clicked on as an argument, but if it becomes necessary we can add it later
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/// </summary>
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public interface IAfterAttack
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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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/// <param name="user"></param>
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/// <param name="clicklocation"></param>
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/// <param name="attacked">The entity that was clicked on out of range. May be null if no entity was clicked on.true</param>
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void Afterattack(IEntity user, GridCoordinates clicklocation, IEntity attacked);
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}
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/// <summary>
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/// This interface gives components behavior when using the entity in your hands
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/// </summary>
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public interface IUse
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{
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/// <summary>
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/// Called when we activate an object we are holding to use it
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/// </summary>
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/// <param name="user"></param>
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/// <returns></returns>
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bool UseEntity(IEntity user);
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}
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/// <summary>
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/// This interface gives components behavior when being activated in the world.
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/// </summary>
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public interface IActivate
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{
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/// <summary>
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/// Called when this component is activated by another entity.
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/// </summary>
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/// <param name="user">Entity that activated this component.</param>
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void Activate(IEntity user);
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}
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/// <summary>
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/// Governs interactions during clicking on entities
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/// </summary>
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public class InteractionSystem : EntitySystem
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{
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public const float INTERACTION_RANGE = 2;
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public const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
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public override void Initialize()
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{
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand, new PointerInputCmdHandler(HandleUseItemInHand));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld, new PointerInputCmdHandler((HandleUseItemInWorld)));
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}
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private void HandleUseItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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if(!EntityManager.TryGetEntity(uid, out var used))
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return;
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if(!used.TryGetComponent(out IActivate activateComp))
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return;
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var playerEnt = ((IPlayerSession) session).AttachedEntity;
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if(playerEnt == null || !playerEnt.IsValid())
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return;
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if (!playerEnt.Transform.GridPosition.InRange(used.Transform.GridPosition, INTERACTION_RANGE))
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return;
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activateComp.Activate(playerEnt);
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}
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private void HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if(!coords.IsValidLocation())
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
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return;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction", $"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
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return;
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}
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UserInteraction(((IPlayerSession)session).AttachedEntity, coords, uid);
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}
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private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
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{
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//Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
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if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
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attacked = null;
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//Verify player has a transform component
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if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
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{
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return;
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}
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//Verify player is on the same map as the entity he clicked on
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else if (coordinates.MapID != playerTransform.MapID)
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{
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Logger.Warning(string.Format("Player named {0} clicked on a map he isn't located on", player.Name));
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return;
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}
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//Verify player has a hand, and find what object he is currently holding in his active hand
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if (!player.TryGetComponent<IHandsComponent>(out var hands))
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{
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return;
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}
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var item = hands.GetActiveHand?.Owner;
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if (!ActionBlockerSystem.CanInteract(player))
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return;
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//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
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//Clicked on empty space behavior, try using ranged attack
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if (attacked == null && item != null)
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{
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//AFTERATTACK: Check if we clicked on an empty location, if so the only interaction we can do is afterattack
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InteractAfterattack(player, item, coordinates);
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return;
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}
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else if (attacked == null)
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{
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return;
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}
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//Verify attacked object is on the map if we managed to click on it somehow
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if (!attacked.GetComponent<ITransformComponent>().IsMapTransform)
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{
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Logger.Warning(string.Format("Player named {0} clicked on object {1} that isn't currently on the map somehow", player.Name, attacked.Name));
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return;
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}
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//Check if ClickLocation is in object bounds here, if not lets log as warning and see why
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if (attacked.TryGetComponent(out BoundingBoxComponent boundingbox))
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{
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if (!boundingbox.WorldAABB.Contains(coordinates.Position))
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{
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Logger.Warning(string.Format("Player {0} clicked {1} outside of its bounding box component somehow", player.Name, attacked.Name));
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return;
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}
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}
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//RANGEDATTACK/AFTERATTACK: Check distance between user and clicked item, if too large parse it in the ranged function
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//TODO: have range based upon the item being used? or base it upon some variables of the player himself?
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var distance = (playerTransform.WorldPosition - attacked.GetComponent<ITransformComponent>().WorldPosition).LengthSquared;
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if (distance > INTERACTION_RANGE_SQUARED)
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{
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if (item != null)
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{
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RangedInteraction(player, item, attacked, coordinates);
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return;
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}
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return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
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}
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//We are close to the nearby object and the object isn't contained in our active hand
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//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
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if (item != null)
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{
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Interaction(player, item, attacked, coordinates);
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}
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//ATTACKHAND: Since our hand is empty we will use attackhand
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else
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{
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Interaction(player, attacked);
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}
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}
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/// <summary>
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/// We didn't click on any entity, try doing an afterattack on the click location
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/// </summary>
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/// <param name="user"></param>
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/// <param name="weapon"></param>
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/// <param name="clicklocation"></param>
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public static void InteractAfterattack(IEntity user, IEntity weapon, GridCoordinates clicklocation)
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{
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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afterattacks[i].Afterattack(user, clicklocation, null);
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}
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}
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/// <summary>
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/// Uses a weapon/object on an entity
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/// Finds interactable components with the Attackby interface and calls their function
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/// </summary>
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/// <param name="user"></param>
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/// <param name="weapon"></param>
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
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{
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List<IAttackBy> interactables = attacked.GetAllComponents<IAttackBy>().ToList();
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for (var i = 0; i < interactables.Count; i++)
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{
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if (interactables[i].AttackBy(new AttackByEventArgs { User = user, AttackWith = weapon })) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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//Else check damage component to see if we damage if not attackby, and if so can we attack object
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//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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afterattacks[i].Afterattack(user, clicklocation, attacked);
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}
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}
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/// <summary>
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/// Uses an empty hand on an entity
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/// Finds interactable components with the Attackhand interface and calls their function
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity attacked)
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{
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List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
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for (var i = 0; i < interactables.Count; i++)
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{
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if (interactables[i].AttackHand(new AttackHandEventArgs { User = user})) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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//Else check damage component to see if we damage if not attackby, and if so can we attack object
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}
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/// <summary>
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/// Activates the Use behavior of an object
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/// Verifies that the user is capable of doing the use interaction first
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/// </summary>
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/// <param name="user"></param>
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/// <param name="used"></param>
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public static void TryUseInteraction(IEntity user, IEntity used)
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{
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if (user != null && used != null && ActionBlockerSystem.CanUse(user))
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{
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UseInteraction(user, used);
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}
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}
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/// <summary>
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/// Activates/Uses an object in control/possession of a user
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/// If the item has the IUse interface on one of its components we use the object in our hand
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attacked"></param>
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public static void UseInteraction(IEntity user, IEntity used)
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{
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List<IUse> usables = used.GetAllComponents<IUse>().ToList();
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//Try to use item on any components which have the interface
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for (var i = 0; i < usables.Count; i++)
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{
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if (usables[i].UseEntity(user)) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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}
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/// <summary>
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/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
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/// Or it will use the weapon itself on the position clicked, regardless of what was there
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/// </summary>
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/// <param name="user"></param>
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/// <param name="weapon"></param>
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/// <param name="attacked"></param>
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public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
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{
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List<IRangedAttackby> rangedusables = attacked.GetAllComponents<IRangedAttackby>().ToList();
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//See if we have a ranged attack interaction
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for (var i = 0; i < rangedusables.Count; i++)
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{
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if (rangedusables[i].RangedAttackby(user, weapon, clicklocation)) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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if (weapon != null)
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{
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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//See if we have a ranged attack interaction
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for (var i = 0; i < afterattacks.Count; i++)
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{
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afterattacks[i].Afterattack(user, clicklocation, attacked);
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}
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}
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}
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}
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}
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