905 lines
33 KiB
C#
905 lines
33 KiB
C#
using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.GameObjects.Components.Timing;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Input;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems.Click
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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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[UsedImplicitly]
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public sealed class InteractionSystem : SharedInteractionSystem
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override void Initialize()
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{
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SubscribeNetworkEvent<DragDropMessage>(HandleDragDropMessage);
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleClientUseItemInHand))
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.Bind(ContentKeyFunctions.WideAttack,
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new PointerInputCmdHandler(HandleWideAttack))
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.Bind(ContentKeyFunctions.ActivateItemInWorld,
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new PointerInputCmdHandler(HandleActivateItemInWorld))
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.Bind(ContentKeyFunctions.TryPullObject, new PointerInputCmdHandler(HandleTryPullObject))
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.Register<InteractionSystem>();
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<InteractionSystem>();
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base.Shutdown();
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}
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private void HandleDragDropMessage(DragDropMessage msg, EntitySessionEventArgs args)
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{
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var performer = args.SenderSession.AttachedEntity;
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if (!EntityManager.TryGetEntity(msg.Dropped, out var dropped)) return;
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if (!EntityManager.TryGetEntity(msg.Target, out var target)) return;
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var interactionArgs = new DragDropEventArgs(performer, msg.DropLocation, dropped, target);
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// must be in range of both the target and the object they are drag / dropping
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// Client also does this check but ya know we gotta validate it.
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if (!interactionArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true)) return;
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// trigger dragdrops on the dropped entity
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foreach (var dragDrop in dropped.GetAllComponents<IDraggable>())
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{
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if (dragDrop.CanDrop(interactionArgs) &&
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dragDrop.Drop(interactionArgs))
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{
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return;
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}
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}
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// trigger dragdropons on the targeted entity
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foreach (var dragDropOn in target.GetAllComponents<IDragDropOn>())
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{
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if (dragDropOn.CanDragDropOn(interactionArgs) &&
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dragDropOn.DragDropOn(interactionArgs))
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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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private bool HandleActivateItemInWorld(ICommonSession session, EntityCoordinates coords, EntityUid uid)
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{
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if (!EntityManager.TryGetEntity(uid, out var used))
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return false;
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var playerEnt = ((IPlayerSession) session).AttachedEntity;
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if (playerEnt == null || !playerEnt.IsValid())
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{
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return false;
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}
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if (!playerEnt.Transform.Coordinates.InRange(EntityManager, used.Transform.Coordinates, InteractionRange))
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{
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return false;
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}
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InteractionActivate(playerEnt, used);
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return true;
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}
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/// <summary>
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/// Activates the IActivate 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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public void TryInteractionActivate(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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InteractionActivate(user, used);
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}
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}
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private void InteractionActivate(IEntity user, IEntity used)
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{
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var activateMsg = new ActivateInWorldMessage(user, used);
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RaiseLocalEvent(activateMsg);
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if (activateMsg.Handled)
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{
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return;
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}
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if (!used.TryGetComponent(out IActivate activateComp))
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{
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return;
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}
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// all activates should only fire when in range / unbostructed
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var activateEventArgs = new ActivateEventArgs { User = user, Target = used };
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if (activateEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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activateComp.Activate(activateEventArgs);
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}
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}
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private bool HandleWideAttack(ICommonSession session, EntityCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if (!coords.IsValid(_entityManager))
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
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return true;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction",
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$"Client sent attack with client-side entity. Session={session}, Uid={uid}");
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return true;
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}
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var userEntity = ((IPlayerSession) session).AttachedEntity;
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if (userEntity == null || !userEntity.IsValid())
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{
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return true;
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}
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if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
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{
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DoAttack(userEntity, coords, true);
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}
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return true;
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}
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/// <summary>
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/// Entity will try and use their active hand at the target location.
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/// Don't use for players
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="coords"></param>
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/// <param name="uid"></param>
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internal void UseItemInHand(IEntity entity, EntityCoordinates coords, EntityUid uid)
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{
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if (entity.HasComponent<BasicActorComponent>())
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{
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throw new InvalidOperationException();
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}
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if (entity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
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{
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DoAttack(entity, coords, false, uid);
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}
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else
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{
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UserInteraction(entity, coords, uid);
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}
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}
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private bool HandleClientUseItemInHand(ICommonSession session, EntityCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if (!coords.IsValid(_entityManager))
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
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return true;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction",
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$"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
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return true;
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}
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var userEntity = ((IPlayerSession) session).AttachedEntity;
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if (userEntity == null || !userEntity.IsValid())
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{
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return true;
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}
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if (userEntity.TryGetComponent(out CombatModeComponent combat) && combat.IsInCombatMode)
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DoAttack(userEntity, coords, false, uid);
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else
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UserInteraction(userEntity, coords, uid);
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return true;
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}
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private bool HandleTryPullObject(ICommonSession session, EntityCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if (!coords.IsValid(_entityManager))
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates for pulling: client={session}, coords={coords}");
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return false;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction",
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$"Client sent pull interaction with client-side entity. Session={session}, Uid={uid}");
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return false;
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}
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var player = session.AttachedEntity;
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if (player == null)
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{
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Logger.WarningS("system.interaction",
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$"Client sent pulling interaction with no attached entity. Session={session}, Uid={uid}");
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return false;
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}
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if (!EntityManager.TryGetEntity(uid, out var pulledObject))
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{
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return false;
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}
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if (player == pulledObject)
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{
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return false;
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}
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if (!pulledObject.TryGetComponent(out PullableComponent pull))
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{
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return false;
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}
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var dist = player.Transform.Coordinates.Position - pulledObject.Transform.Coordinates.Position;
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if (dist.LengthSquared > InteractionRangeSquared)
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{
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return false;
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}
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return pull.TogglePull(player);
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}
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private async void UserInteraction(IEntity player, EntityCoordinates 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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{
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attacked = null;
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}
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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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if (coordinates.GetMapId(_entityManager) != playerTransform.MapID)
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{
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Logger.WarningS("system.interaction",
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$"Player named {player.Name} clicked on a map he isn't located on");
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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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ClickFace(player, coordinates);
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if (!ActionBlockerSystem.CanInteract(player))
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{
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return;
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}
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// If in a container
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if (player.IsInContainer())
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{
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return;
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}
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// In a container where the attacked entity is not the container's owner
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if (player.TryGetContainer(out var playerContainer) &&
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attacked != playerContainer.Owner)
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{
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// Either the attacked entity is null, not contained or in a different container
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if (attacked == null ||
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!attacked.TryGetContainer(out var attackedContainer) ||
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attackedContainer != playerContainer)
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{
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return;
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}
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}
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// TODO: Check if client should be able to see that object to click on it in the first place
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// Clicked on empty space behavior, try using ranged attack
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if (attacked == null)
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{
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if (item != null)
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{
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// After attack: Check if we clicked on an empty location, if so the only interaction we can do is AfterInteract
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var distSqrt = (playerTransform.WorldPosition - coordinates.ToMapPos(EntityManager)).LengthSquared;
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InteractAfter(player, item, coordinates, distSqrt <= InteractionRangeSquared);
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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.Transform.IsMapTransform)
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{
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Logger.WarningS("system.interaction",
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$"Player named {player.Name} clicked on object {attacked.Name} that isn't currently on the map somehow");
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return;
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}
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// RangedInteract/AfterInteract: 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.Transform.WorldPosition).LengthSquared;
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if (distance > InteractionRangeSquared)
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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 InteractHand here if you need it someday, or perhaps just ways to modify the range of InteractHand
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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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// InteractUsing/AfterInteract: 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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await Interaction(player, item, attacked, coordinates);
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}
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// InteractHand/Activate: Since our hand is empty we will use InteractHand/Activate
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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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private void ClickFace(IEntity player, EntityCoordinates coordinates)
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{
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if (ActionBlockerSystem.CanChangeDirection(player))
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{
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var diff = coordinates.ToMapPos(EntityManager) - player.Transform.MapPosition.Position;
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if (diff.LengthSquared > 0.01f)
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{
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player.Transform.LocalRotation = new Angle(diff);
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}
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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 AfterInteract on the click location
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/// </summary>
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private async void InteractAfter(IEntity user, IEntity weapon, EntityCoordinates clickLocation, bool canReach)
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{
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var message = new AfterInteractMessage(user, weapon, null, clickLocation, canReach);
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RaiseLocalEvent(message);
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if (message.Handled)
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{
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return;
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}
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var afterInteracts = weapon.GetAllComponents<IAfterInteract>().ToList();
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var afterInteractEventArgs = new AfterInteractEventArgs(user, clickLocation, null, canReach);
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foreach (var afterInteract in afterInteracts)
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{
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await afterInteract.AfterInteract(afterInteractEventArgs);
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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 components with the InteractUsing interface and calls their function
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/// </summary>
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public async Task Interaction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
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{
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var attackMsg = new InteractUsingMessage(user, weapon, attacked, clickLocation);
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RaiseLocalEvent(attackMsg);
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if (attackMsg.Handled)
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{
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return;
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}
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var attackBys = attacked.GetAllComponents<IInteractUsing>().OrderByDescending(x => x.Priority);
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var attackByEventArgs = new InteractUsingEventArgs
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{
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User = user, ClickLocation = clickLocation, Using = weapon, Target = attacked
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};
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// all AttackBys should only happen when in range / unobstructed, so no range check is needed
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if (attackByEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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foreach (var attackBy in attackBys)
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{
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if (await attackBy.InteractUsing(attackByEventArgs))
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{
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// If an InteractUsing returns a status completion we finish our attack
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return;
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}
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}
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}
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var afterAtkMsg = new AfterInteractMessage(user, weapon, attacked, clickLocation, true);
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RaiseLocalEvent(afterAtkMsg);
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if (afterAtkMsg.Handled)
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{
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return;
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}
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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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var afterAttacks = weapon.GetAllComponents<IAfterInteract>().ToList();
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var afterAttackEventArgs = new AfterInteractEventArgs(user, clickLocation, attacked, canReach: true);
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foreach (var afterAttack in afterAttacks)
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{
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await afterAttack.AfterInteract(afterAttackEventArgs);
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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 components with the InteractHand interface and calls their function
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/// </summary>
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public void Interaction(IEntity user, IEntity attacked)
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{
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var message = new AttackHandMessage(user, attacked);
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RaiseLocalEvent(message);
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if (message.Handled)
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{
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return;
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}
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var attackHands = attacked.GetAllComponents<IInteractHand>().ToList();
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var attackHandEventArgs = new InteractHandEventArgs { User = user, Target = attacked };
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// all attackHands should only fire when in range / unobstructed
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if (attackHandEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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foreach (var attackHand in attackHands)
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{
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if (attackHand.InteractHand(attackHandEventArgs))
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{
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// If an InteractHand returns a status completion we finish our attack
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return;
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}
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}
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}
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// Else we run Activate.
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InteractionActivate(user, attacked);
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}
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/// <summary>
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/// Activates the IUse behaviors of an entity
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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 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 the IUse behaviors of an entity without first checking
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/// if the user is capable of doing the use interaction.
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/// </summary>
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public void UseInteraction(IEntity user, IEntity used)
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{
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if (used.TryGetComponent<UseDelayComponent>(out var delayComponent))
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{
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if (delayComponent.ActiveDelay)
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return;
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else
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delayComponent.BeginDelay();
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}
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var useMsg = new UseInHandMessage(user, used);
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RaiseLocalEvent(useMsg);
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if (useMsg.Handled)
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{
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return;
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}
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var uses = used.GetAllComponents<IUse>().ToList();
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// Try to use item on any components which have the interface
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foreach (var use in uses)
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{
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if (use.UseEntity(new UseEntityEventArgs { User = user }))
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{
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// If a Use returns a status completion we finish our attack
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return;
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}
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}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the Throw behavior of an object
|
|
/// Verifies that the user is capable of doing the throw interaction first
|
|
/// </summary>
|
|
public bool TryThrowInteraction(IEntity user, IEntity item)
|
|
{
|
|
if (user == null || item == null || !ActionBlockerSystem.CanThrow(user)) return false;
|
|
|
|
ThrownInteraction(user, item);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Thrown on all components that implement the IThrown interface
|
|
/// on an entity that has been thrown.
|
|
/// </summary>
|
|
public void ThrownInteraction(IEntity user, IEntity thrown)
|
|
{
|
|
var throwMsg = new ThrownMessage(user, thrown);
|
|
RaiseLocalEvent(throwMsg);
|
|
if (throwMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = thrown.GetAllComponents<IThrown>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Thrown(new ThrownEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Land on all components that implement the ILand interface
|
|
/// on an entity that has landed after being thrown.
|
|
/// </summary>
|
|
public void LandInteraction(IEntity user, IEntity landing, EntityCoordinates landLocation)
|
|
{
|
|
var landMsg = new LandMessage(user, landing, landLocation);
|
|
RaiseLocalEvent(landMsg);
|
|
if (landMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = landing.GetAllComponents<ILand>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Land(new LandEventArgs(user, landLocation));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
|
|
/// on a thrown entity and the target entity it hit.
|
|
/// </summary>
|
|
public void ThrowCollideInteraction(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
|
|
{
|
|
var collideMsg = new ThrowCollideMessage(user, thrown, target, location);
|
|
RaiseLocalEvent(collideMsg);
|
|
if (collideMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var eventArgs = new ThrowCollideEventArgs(user, thrown, target, location);
|
|
|
|
foreach (var comp in thrown.GetAllComponents<IThrowCollide>().ToArray())
|
|
{
|
|
if (thrown.Deleted) break;
|
|
comp.DoHit(eventArgs);
|
|
}
|
|
|
|
foreach (var comp in target.GetAllComponents<IThrowCollide>().ToArray())
|
|
{
|
|
if (target.Deleted) break;
|
|
comp.HitBy(eventArgs);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Equipped on all components that implement the IEquipped interface
|
|
/// on an entity that has been equipped.
|
|
/// </summary>
|
|
public void EquippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
|
|
{
|
|
var equipMsg = new EquippedMessage(user, equipped, slot);
|
|
RaiseLocalEvent(equipMsg);
|
|
if (equipMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = equipped.GetAllComponents<IEquipped>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Equipped(new EquippedEventArgs(user, slot));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Unequipped on all components that implement the IUnequipped interface
|
|
/// on an entity that has been equipped.
|
|
/// </summary>
|
|
public void UnequippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
|
|
{
|
|
var unequipMsg = new UnequippedMessage(user, equipped, slot);
|
|
RaiseLocalEvent(unequipMsg);
|
|
if (unequipMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = equipped.GetAllComponents<IUnequipped>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Unequipped(new UnequippedEventArgs(user, slot));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls EquippedHand on all components that implement the IEquippedHand interface
|
|
/// on an item.
|
|
/// </summary>
|
|
public void EquippedHandInteraction(IEntity user, IEntity item, SharedHand hand)
|
|
{
|
|
var equippedHandMessage = new EquippedHandMessage(user, item, hand);
|
|
RaiseLocalEvent(equippedHandMessage);
|
|
if (equippedHandMessage.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IEquippedHand>().ToList();
|
|
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.EquippedHand(new EquippedHandEventArgs(user, hand));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls UnequippedHand on all components that implement the IUnequippedHand interface
|
|
/// on an item.
|
|
/// </summary>
|
|
public void UnequippedHandInteraction(IEntity user, IEntity item, SharedHand hand)
|
|
{
|
|
var unequippedHandMessage = new UnequippedHandMessage(user, item, hand);
|
|
RaiseLocalEvent(unequippedHandMessage);
|
|
if (unequippedHandMessage.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IUnequippedHand>().ToList();
|
|
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.UnequippedHand(new UnequippedHandEventArgs(user, hand));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the Dropped behavior of an object
|
|
/// Verifies that the user is capable of doing the drop interaction first
|
|
/// </summary>
|
|
public bool TryDroppedInteraction(IEntity user, IEntity item)
|
|
{
|
|
if (user == null || item == null || !ActionBlockerSystem.CanDrop(user)) return false;
|
|
|
|
DroppedInteraction(user, item);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Dropped on all components that implement the IDropped interface
|
|
/// on an entity that has been dropped.
|
|
/// </summary>
|
|
public void DroppedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var dropMsg = new DroppedMessage(user, item);
|
|
RaiseLocalEvent(dropMsg);
|
|
if (dropMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IDropped>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Dropped(new DroppedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls HandSelected on all components that implement the IHandSelected interface
|
|
/// on an item entity on a hand that has just been selected.
|
|
/// </summary>
|
|
public void HandSelectedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var handSelectedMsg = new HandSelectedMessage(user, item);
|
|
RaiseLocalEvent(handSelectedMsg);
|
|
if (handSelectedMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IHandSelected>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.HandSelected(new HandSelectedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls HandDeselected on all components that implement the IHandDeselected interface
|
|
/// on an item entity on a hand that has just been deselected.
|
|
/// </summary>
|
|
public void HandDeselectedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var handDeselectedMsg = new HandDeselectedMessage(user, item);
|
|
RaiseLocalEvent(handDeselectedMsg);
|
|
if (handDeselectedMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IHandDeselected>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.HandDeselected(new HandDeselectedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
|
|
/// Or it will use the weapon itself on the position clicked, regardless of what was there
|
|
/// </summary>
|
|
public async void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
|
|
{
|
|
var rangedMsg = new RangedInteractMessage(user, weapon, attacked, clickLocation);
|
|
RaiseLocalEvent(rangedMsg);
|
|
if (rangedMsg.Handled)
|
|
return;
|
|
|
|
var rangedAttackBys = attacked.GetAllComponents<IRangedInteract>().ToList();
|
|
var rangedAttackByEventArgs = new RangedInteractEventArgs
|
|
{
|
|
User = user, Using = weapon, ClickLocation = clickLocation
|
|
};
|
|
|
|
// See if we have a ranged attack interaction
|
|
foreach (var t in rangedAttackBys)
|
|
{
|
|
if (t.RangedInteract(rangedAttackByEventArgs))
|
|
{
|
|
// If an InteractUsing returns a status completion we finish our attack
|
|
return;
|
|
}
|
|
}
|
|
|
|
var afterAtkMsg = new AfterInteractMessage(user, weapon, attacked, clickLocation, false);
|
|
RaiseLocalEvent(afterAtkMsg);
|
|
if (afterAtkMsg.Handled)
|
|
return;
|
|
|
|
var afterAttacks = weapon.GetAllComponents<IAfterInteract>().ToList();
|
|
var afterAttackEventArgs = new AfterInteractEventArgs(user, clickLocation, attacked, canReach: false);
|
|
|
|
//See if we have a ranged attack interaction
|
|
foreach (var afterAttack in afterAttacks)
|
|
{
|
|
await afterAttack.AfterInteract(afterAttackEventArgs);
|
|
}
|
|
}
|
|
|
|
private void DoAttack(IEntity player, EntityCoordinates coordinates, bool wideAttack, EntityUid target = default)
|
|
{
|
|
// Verify player is on the same map as the entity he clicked on
|
|
if (coordinates.GetMapId(EntityManager) != player.Transform.MapID)
|
|
{
|
|
Logger.WarningS("system.interaction",
|
|
$"Player named {player.Name} clicked on a map he isn't located on");
|
|
return;
|
|
}
|
|
|
|
ClickFace(player, coordinates);
|
|
|
|
if (!ActionBlockerSystem.CanAttack(player) ||
|
|
(!wideAttack && !player.InRangeUnobstructed(coordinates, ignoreInsideBlocker: true)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var eventArgs = new AttackEventArgs(player, coordinates, wideAttack, target);
|
|
|
|
// Verify player has a hand, and find what object he is currently holding in his active hand
|
|
if (player.TryGetComponent<IHandsComponent>(out var hands))
|
|
{
|
|
var item = hands.GetActiveHand?.Owner;
|
|
|
|
if (item != null)
|
|
{
|
|
foreach (var attackComponent in item.GetAllComponents<IAttack>())
|
|
{
|
|
if (wideAttack ? attackComponent.WideAttack(eventArgs) : attackComponent.ClickAttack(eventArgs))
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We pick up items if our hand is empty, even if we're in combat mode.
|
|
if(EntityManager.TryGetEntity(target, out var targetEnt))
|
|
{
|
|
if (targetEnt.HasComponent<ItemComponent>())
|
|
{
|
|
Interaction(player, targetEnt);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var attackComponent in player.GetAllComponents<IAttack>())
|
|
{
|
|
if (wideAttack)
|
|
attackComponent.WideAttack(eventArgs);
|
|
else
|
|
attackComponent.ClickAttack(eventArgs);
|
|
}
|
|
}
|
|
}
|
|
}
|