* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
656 lines
25 KiB
C#
656 lines
25 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Actions.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Actions.Components
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{
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/// <summary>
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/// Manages the actions available to an entity.
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/// Should only be used for player-controlled entities.
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///
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/// Actions are granted directly to the owner entity. Item actions are granted via a particular item which
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/// must be in the owner's inventory (the action is revoked when item leaves the owner's inventory). This
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/// should almost always be done via ItemActionsComponent on the item entity (which also tracks the
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/// cooldowns associated with the actions on that item).
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///
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/// Actions can still have an associated state even when revoked. For example, a flashlight toggle action
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/// may be unusable while the player is stunned, but this component will still have an entry for the action
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/// so the user can see whether it's currently toggled on or off.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedActionsComponent : Component
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{
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private static readonly TimeSpan CooldownExpiryThreshold = TimeSpan.FromSeconds(10);
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[Dependency]
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protected readonly ActionManager ActionManager = default!;
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[Dependency]
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protected readonly IGameTiming GameTiming = default!;
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[Dependency]
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protected readonly IEntityManager EntityManager = default!;
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public override string Name => "Actions";
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/// <summary>
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/// Actions granted to this entity as soon as they spawn, regardless
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/// of the status of the entity.
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/// </summary>
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public IEnumerable<ActionType> InnateActions => _innateActions ?? Enumerable.Empty<ActionType>();
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[DataField("innateActions")]
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private List<ActionType>? _innateActions = null;
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// entries are removed from this if they are at the initial state (not enabled, no cooldown, toggled off).
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// a system runs which periodically removes cooldowns from entries when they are revoked and their
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// cooldowns have expired for a long enough time, also removing the entry if it is then at initial state.
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// This helps to keep our component state smaller.
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[ViewVariables]
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private Dictionary<ActionType, ActionState> _actions = new();
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// Holds item action states. Item actions are only added to this when granted, and are removed
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// when revoked or when they leave inventory. This is almost entirely handled by ItemActionsComponent on
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// item entities.
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[ViewVariables]
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private Dictionary<EntityUid, Dictionary<ItemActionType, ActionState>> _itemActions =
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new();
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protected override void Startup()
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{
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base.Startup();
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foreach (var actionType in InnateActions)
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{
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Grant(actionType);
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ActionComponentState(_actions, _itemActions);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not ActionComponentState state)
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{
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return;
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}
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_actions = state.Actions;
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_itemActions = state.ItemActions;
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}
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/// <summary>
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/// Gets the action state associated with the specified action type, if it has been
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/// granted, has a cooldown, or has been toggled on
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/// </summary>
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/// <returns>false if not found for this action type</returns>
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public bool TryGetActionState(ActionType actionType, out ActionState actionState)
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{
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return _actions.TryGetValue(actionType, out actionState);
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}
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/// <summary>
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/// Gets the item action states associated with the specified item if any have been granted
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/// and not yet revoked.
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/// </summary>
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/// <returns>false if no states found for this item action type.</returns>
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public bool TryGetItemActionStates(EntityUid item, [NotNullWhen((true))] out IReadOnlyDictionary<ItemActionType, ActionState>? itemActionStates)
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{
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if (_itemActions.TryGetValue(item, out var actualItemActionStates))
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{
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itemActionStates = actualItemActionStates;
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return true;
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}
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itemActionStates = null;
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return false;
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}
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/// <seealso cref="TryGetItemActionStates(Robust.Shared.GameObjects.EntityUid,out System.Collections.Generic.IReadOnlyDictionary{Content.Shared.Actions.ItemActionType,Content.Shared.Actions.Components.ActionState}?)"/>
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public bool TryGetItemActionStates(IEntity item,
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[NotNullWhen((true))] out IReadOnlyDictionary<ItemActionType, ActionState>? itemActionStates)
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{
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return TryGetItemActionStates(item.Uid, out itemActionStates);
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}
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/// <summary>
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/// Gets the item action state associated with the specified item action type for the specified item, if it has any.
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/// </summary>
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/// <returns>false if no state found for this item action type for this item</returns>
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public bool TryGetItemActionState(ItemActionType actionType, EntityUid item, out ActionState actionState)
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{
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if (_itemActions.TryGetValue(item, out var actualItemActionStates))
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{
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return actualItemActionStates.TryGetValue(actionType, out actionState);
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}
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actionState = default;
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return false;
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}
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/// <returns>true if the action is granted and enabled (if item action, if granted and enabled for any item)</returns>
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public bool IsGranted(BaseActionPrototype actionType)
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{
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return actionType switch
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{
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ActionPrototype actionPrototype => IsGranted(actionPrototype.ActionType),
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ItemActionPrototype itemActionPrototype => IsGranted(itemActionPrototype.ActionType),
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_ => false
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};
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}
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public bool IsGranted(ActionType actionType)
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{
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if (TryGetActionState(actionType, out var actionState))
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{
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return actionState.Enabled;
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}
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return false;
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}
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/// <returns>true if the action is granted and enabled for any item. This
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/// has to traverse the entire item state dictionary so please avoid frequent calls.</returns>
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public bool IsGranted(ItemActionType actionType)
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{
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return _itemActions.Values.SelectMany(vals => vals)
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.Any(state => state.Key == actionType && state.Value.Enabled);
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}
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/// <seealso cref="TryGetItemActionState(Content.Shared.Actions.ItemActionType,Robust.Shared.GameObjects.EntityUid,out Content.Shared.Actions.Components.ActionState)"/>
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public bool TryGetItemActionState(ItemActionType actionType, IEntity item, out ActionState actionState)
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{
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return TryGetItemActionState(actionType, item.Uid, out actionState);
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}
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/// <summary>
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/// Gets all action types that have non-initial state (granted, have a cooldown, or toggled on).
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/// </summary>
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public IReadOnlyDictionary<ActionType, ActionState> ActionStates()
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{
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return _actions;
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}
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/// <summary>
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/// Gets all items that have actions currently granted (that are not revoked
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/// and still in inventory).
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/// Map from item uid -> (action type -> associated action state)
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/// PLEASE DO NOT MODIFY THE INNER DICTIONARY! I CANNOT CAST IT TO IReadOnlyDictionary!
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/// </summary>
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public IReadOnlyDictionary<EntityUid,Dictionary<ItemActionType, ActionState>> ItemActionStates()
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{
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return _itemActions;
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}
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/// <summary>
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/// Creates or updates the action state with the supplied non-null values
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/// </summary>
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private void GrantOrUpdate(ActionType actionType, bool? enabled = null, bool? toggleOn = null,
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(TimeSpan start, TimeSpan end)? cooldown = null, bool clearCooldown = false)
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{
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var dirty = false;
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if (!_actions.TryGetValue(actionType, out var actionState))
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{
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// no state at all for this action, create it anew
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dirty = true;
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actionState = new ActionState(enabled ?? false, toggleOn ?? false);
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}
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if (enabled.HasValue && actionState.Enabled != enabled.Value)
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{
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dirty = true;
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actionState.Enabled = enabled.Value;
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}
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if ((cooldown.HasValue || clearCooldown) && actionState.Cooldown != cooldown)
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{
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dirty = true;
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actionState.Cooldown = cooldown;
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}
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if (toggleOn.HasValue && actionState.ToggledOn != toggleOn.Value)
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{
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dirty = true;
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actionState.ToggledOn = toggleOn.Value;
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}
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if (!dirty) return;
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_actions[actionType] = actionState;
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AfterActionChanged();
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Dirty();
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}
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/// <summary>
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/// Intended to only be used by ItemActionsComponent.
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/// Updates the state of the item action provided by the item, granting the action
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/// if it is not yet granted to the player. Should be called whenever the
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/// status changes. The existing state will be completely overwritten by the new state.
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/// </summary>
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public void GrantOrUpdateItemAction(ItemActionType actionType, EntityUid item, ActionState state)
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{
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if (!_itemActions.TryGetValue(item, out var itemStates))
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{
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itemStates = new Dictionary<ItemActionType, ActionState>();
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_itemActions[item] = itemStates;
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}
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itemStates[actionType] = state;
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AfterActionChanged();
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Dirty();
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}
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/// <summary>
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/// Intended to only be used by ItemActionsComponent. Revokes the item action so the player no longer
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/// sees it and can no longer use it.
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/// </summary>
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public void RevokeItemAction(ItemActionType actionType, EntityUid item)
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{
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if (!_itemActions.TryGetValue(item, out var itemStates))
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return;
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itemStates.Remove(actionType);
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if (itemStates.Count == 0)
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{
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_itemActions.Remove(item);
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}
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AfterActionChanged();
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Dirty();
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}
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/// <summary>
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/// Grants the entity the ability to perform the action, optionally overriding its
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/// current state with specified values.
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///
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/// Even if the action was already granted, if the action had any state (cooldown, toggle) prior to this method
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/// being called, it will be preserved, with specific fields optionally overridden by any of the provided
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/// non-null arguments.
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/// </summary>
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/// <param name="toggleOn">When null, preserves the current toggle status of the action, defaulting
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/// to false if action has no current state.
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/// When non-null, action will be shown toggled to this value</param>
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/// <param name="cooldown"> When null, preserves the current cooldown status of the action, defaulting
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/// to no cooldown if action has no current state.
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/// When non-null, action cooldown will be set to this value.</param>
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public void Grant(ActionType actionType, bool? toggleOn = null,
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(TimeSpan start, TimeSpan end)? cooldown = null)
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{
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GrantOrUpdate(actionType, true, toggleOn, cooldown);
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}
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/// <summary>
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/// Grants the entity the ability to perform the action, resetting its state
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/// to its initial state and settings its state based on supplied parameters.
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///
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/// Even if the action was already granted, if the action had any state (cooldown, toggle) prior to this method
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/// being called, it will be reset to initial (no cooldown, toggled off).
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/// </summary>
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/// <param name="toggleOn">action will be shown toggled to this value</param>
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/// <param name="cooldown">action cooldown will be set to this value (by default the cooldown is cleared).</param>
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public void GrantFromInitialState(ActionType actionType, bool toggleOn = false,
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(TimeSpan start, TimeSpan end)? cooldown = null)
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{
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_actions.Remove(actionType);
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Grant(actionType, toggleOn, cooldown);
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}
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/// <summary>
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/// Sets the cooldown for the action. Actions on cooldown cannot be used.
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///
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/// This will work even if the action is revoked -
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/// for example if there's an ability with a cooldown which is temporarily unusable due
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/// to the player being stunned, the cooldown will still tick down even while the player
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/// is stunned.
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///
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/// Setting cooldown to null clears it.
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/// </summary>
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public void Cooldown(ActionType actionType, (TimeSpan start, TimeSpan end)? cooldown)
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{
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GrantOrUpdate(actionType, cooldown: cooldown, clearCooldown: true);
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}
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/// <summary>
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/// Revokes the ability to perform the action for this entity. Current state
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/// of the action (toggle / cooldown) is preserved.
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/// </summary>
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public void Revoke(ActionType actionType)
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{
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if (!_actions.TryGetValue(actionType, out var actionState)) return;
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if (!actionState.Enabled) return;
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actionState.Enabled = false;
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// don't store it anymore if its at its initial state.
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if (actionState.IsAtInitialState)
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{
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_actions.Remove(actionType);
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}
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else
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{
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_actions[actionType] = actionState;
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}
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AfterActionChanged();
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Dirty();
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}
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/// <summary>
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/// Toggles the action to the specified value. Works even if the action is on cooldown
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/// or revoked.
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/// </summary>
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public void ToggleAction(ActionType actionType, bool toggleOn)
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{
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Grant(actionType, toggleOn);
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}
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/// <summary>
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/// Clears any cooldowns which have expired beyond the predefined threshold.
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/// this should be run periodically to ensure we don't have unbounded growth of
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/// our saved action data, and keep our component state sent to the client as minimal as possible.
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/// </summary>
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public void ExpireCooldowns()
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{
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// actions - only clear cooldowns and remove associated action state
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// if the action is at initial state
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var actionTypesToRemove = new List<ActionType>();
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foreach (var (actionType, actionState) in _actions)
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{
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// ignore it unless we may be able to delete it due to
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// clearing the cooldown
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if (!actionState.IsAtInitialStateExceptCooldown) continue;
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if (!actionState.Cooldown.HasValue)
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{
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actionTypesToRemove.Add(actionType);
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continue;
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}
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var expiryTime = GameTiming.CurTime - actionState.Cooldown.Value.Item2;
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if (expiryTime > CooldownExpiryThreshold)
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{
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actionTypesToRemove.Add(actionType);
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}
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}
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foreach (var remove in actionTypesToRemove)
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{
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_actions.Remove(remove);
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}
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}
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/// <summary>
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/// Invoked after a change has been made to an action state in this component.
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/// </summary>
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protected virtual void AfterActionChanged() { }
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}
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[Serializable, NetSerializable]
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public class ActionComponentState : ComponentState
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{
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public Dictionary<ActionType, ActionState> Actions;
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public Dictionary<EntityUid, Dictionary<ItemActionType, ActionState>> ItemActions;
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public ActionComponentState(Dictionary<ActionType, ActionState> actions,
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Dictionary<EntityUid, Dictionary<ItemActionType, ActionState>> itemActions)
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{
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Actions = actions;
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ItemActions = itemActions;
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}
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}
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[Serializable, NetSerializable]
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public struct ActionState
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{
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/// <summary>
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/// False if this action is not currently allowed to be performed.
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/// </summary>
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public bool Enabled;
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/// <summary>
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/// Only used for toggle actions, indicates whether it's currently toggled on or off
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/// TODO: Eventually this should probably be a byte so we it can toggle through multiple states.
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/// </summary>
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public bool ToggledOn;
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public (TimeSpan start, TimeSpan end)? Cooldown;
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public bool IsAtInitialState => IsAtInitialStateExceptCooldown && !Cooldown.HasValue;
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public bool IsAtInitialStateExceptCooldown => !Enabled && !ToggledOn;
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/// <summary>
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/// Creates an action state for the indicated type, defaulting to the
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/// initial state.
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/// </summary>
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public ActionState(bool enabled = false, bool toggledOn = false, (TimeSpan start, TimeSpan end)? cooldown = null)
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{
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Enabled = enabled;
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ToggledOn = toggledOn;
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Cooldown = cooldown;
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}
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public bool IsOnCooldown(TimeSpan curTime)
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{
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if (Cooldown == null) return false;
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return curTime < Cooldown.Value.Item2;
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}
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public bool IsOnCooldown(IGameTiming gameTiming)
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{
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return IsOnCooldown(gameTiming.CurTime);
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}
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public bool Equals(ActionState other)
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{
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return Enabled == other.Enabled && ToggledOn == other.ToggledOn && Nullable.Equals(Cooldown, other.Cooldown);
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}
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public override bool Equals(object? obj)
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{
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return obj is ActionState other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Enabled, ToggledOn, Cooldown);
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}
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}
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[Serializable, NetSerializable]
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public abstract class BasePerformActionMessage : ComponentMessage
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{
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public abstract BehaviorType BehaviorType { get; }
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}
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[Serializable, NetSerializable]
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public abstract class PerformActionMessage : BasePerformActionMessage
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{
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public readonly ActionType ActionType;
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protected PerformActionMessage(ActionType actionType)
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{
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Directed = true;
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ActionType = actionType;
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}
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}
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[Serializable, NetSerializable]
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public abstract class PerformItemActionMessage : BasePerformActionMessage
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{
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public readonly ItemActionType ActionType;
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public readonly EntityUid Item;
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protected PerformItemActionMessage(ItemActionType actionType, EntityUid item)
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{
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Directed = true;
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ActionType = actionType;
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Item = item;
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}
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}
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/// <summary>
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/// A message that tells server we want to run the instant action logic.
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/// </summary>
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[Serializable, NetSerializable]
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public class PerformInstantActionMessage : PerformActionMessage
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{
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public override BehaviorType BehaviorType => BehaviorType.Instant;
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public PerformInstantActionMessage(ActionType actionType) : base(actionType)
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{
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}
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}
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/// <summary>
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/// A message that tells server we want to run the instant action logic.
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/// </summary>
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[Serializable, NetSerializable]
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public class PerformInstantItemActionMessage : PerformItemActionMessage
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{
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public override BehaviorType BehaviorType => BehaviorType.Instant;
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public PerformInstantItemActionMessage(ItemActionType actionType, EntityUid item) : base(actionType, item)
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{
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}
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}
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public interface IToggleActionMessage
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{
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bool ToggleOn { get; }
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}
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public interface ITargetPointActionMessage
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{
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/// <summary>
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/// Targeted local coordinates
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/// </summary>
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EntityCoordinates Target { get; }
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}
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public interface ITargetEntityActionMessage
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{
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/// <summary>
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/// Targeted entity
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/// </summary>
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EntityUid Target { get; }
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}
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/// <summary>
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/// A message that tells server we want to toggle on the indicated action.
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/// </summary>
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[Serializable, NetSerializable]
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public class PerformToggleOnActionMessage : PerformActionMessage, IToggleActionMessage
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{
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public override BehaviorType BehaviorType => BehaviorType.Toggle;
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public bool ToggleOn => true;
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public PerformToggleOnActionMessage(ActionType actionType) : base(actionType) { }
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}
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|
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|
/// <summary>
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|
/// A message that tells server we want to toggle off the indicated action.
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|
/// </summary>
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[Serializable, NetSerializable]
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|
public class PerformToggleOffActionMessage : PerformActionMessage, IToggleActionMessage
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|
{
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public override BehaviorType BehaviorType => BehaviorType.Toggle;
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|
public bool ToggleOn => false;
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public PerformToggleOffActionMessage(ActionType actionType) : base(actionType) { }
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}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to toggle on the indicated action.
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|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformToggleOnItemActionMessage : PerformItemActionMessage, IToggleActionMessage
|
|
{
|
|
public override BehaviorType BehaviorType => BehaviorType.Toggle;
|
|
public bool ToggleOn => true;
|
|
public PerformToggleOnItemActionMessage(ItemActionType actionType, EntityUid item) : base(actionType, item) { }
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|
}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to toggle off the indicated action.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformToggleOffItemActionMessage : PerformItemActionMessage, IToggleActionMessage
|
|
{
|
|
public override BehaviorType BehaviorType => BehaviorType.Toggle;
|
|
public bool ToggleOn => false;
|
|
public PerformToggleOffItemActionMessage(ItemActionType actionType, EntityUid item) : base(actionType, item) { }
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|
}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to target the provided point with a particular action.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformTargetPointActionMessage : PerformActionMessage, ITargetPointActionMessage
|
|
{
|
|
public override BehaviorType BehaviorType => BehaviorType.TargetPoint;
|
|
private readonly EntityCoordinates _target;
|
|
public EntityCoordinates Target => _target;
|
|
|
|
public PerformTargetPointActionMessage(ActionType actionType, EntityCoordinates target) : base(actionType)
|
|
{
|
|
_target = target;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to target the provided point with a particular action.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformTargetPointItemActionMessage : PerformItemActionMessage, ITargetPointActionMessage
|
|
{
|
|
private readonly EntityCoordinates _target;
|
|
public EntityCoordinates Target => _target;
|
|
public override BehaviorType BehaviorType => BehaviorType.TargetPoint;
|
|
|
|
public PerformTargetPointItemActionMessage(ItemActionType actionType, EntityUid item, EntityCoordinates target) : base(actionType, item)
|
|
{
|
|
_target = target;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to target the provided entity with a particular action.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformTargetEntityActionMessage : PerformActionMessage, ITargetEntityActionMessage
|
|
{
|
|
public override BehaviorType BehaviorType => BehaviorType.TargetEntity;
|
|
private readonly EntityUid _target;
|
|
public EntityUid Target => _target;
|
|
|
|
public PerformTargetEntityActionMessage(ActionType actionType, EntityUid target) : base(actionType)
|
|
{
|
|
_target = target;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A message that tells server we want to target the provided entity with a particular action.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public class PerformTargetEntityItemActionMessage : PerformItemActionMessage, ITargetEntityActionMessage
|
|
{
|
|
public override BehaviorType BehaviorType => BehaviorType.TargetEntity;
|
|
private readonly EntityUid _target;
|
|
public EntityUid Target => _target;
|
|
|
|
public PerformTargetEntityItemActionMessage(ItemActionType actionType, EntityUid item, EntityUid target) : base(actionType, item)
|
|
{
|
|
_target = target;
|
|
}
|
|
}
|
|
}
|