Files
tbd-station-14/Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs
Acruid 6edc416afc EntitySystemMessage Removal & InteractionSystem directed events (#3572)
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.

* Update Submodule.
2021-03-09 11:22:48 -08:00

92 lines
3.0 KiB
C#

#nullable enable
using System;
using System.Threading.Tasks;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
#nullable enable
namespace Content.Shared.Interfaces.GameObjects.Components
{
/// <summary>
/// This interface gives components a behavior when their entity is in the active hand, when
/// clicking on another object and no interaction occurs, at any range. This includes
/// clicking on an object in the world as well as clicking on an object in inventory.
/// </summary>
[RequiresExplicitImplementation]
public interface IAfterInteract
{
/// <summary>
/// The interaction priority. Higher numbers get called first.
/// </summary>
/// <value>Priority defaults to 0</value>
int Priority => 0;
/// <summary>
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
/// </summary>
Task<bool> AfterInteract(AfterInteractEventArgs eventArgs);
}
public class AfterInteractEventArgs : EventArgs
{
public IEntity User { get; }
public EntityCoordinates ClickLocation { get; }
public IEntity? Target { get; }
public bool CanReach { get; }
public AfterInteractEventArgs(IEntity user, EntityCoordinates clickLocation, IEntity? target, bool canReach)
{
User = user;
ClickLocation = clickLocation;
Target = target;
CanReach = canReach;
}
}
/// <summary>
/// Raised when clicking on another object and no attack event was handled.
/// </summary>
[PublicAPI]
public class AfterInteractMessage : HandledEntityEventArgs
{
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that the User attacked with.
/// </summary>
public IEntity ItemInHand { get; set; }
/// <summary>
/// Entity that was attacked. This can be null if the attack did not click on an entity.
/// </summary>
public IEntity? Attacked { get; }
/// <summary>
/// Location that the user clicked outside of their interaction range.
/// </summary>
public EntityCoordinates ClickLocation { get; }
/// <summary>
/// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within
/// reach radius around the user.
/// </summary>
public bool CanReach { get; }
public AfterInteractMessage(IEntity user, IEntity itemInHand, IEntity? attacked,
EntityCoordinates clickLocation, bool canReach)
{
User = user;
Attacked = attacked;
ClickLocation = clickLocation;
ItemInHand = itemInHand;
CanReach = canReach;
}
}
}