Files
tbd-station-14/Content.Shared/Actions/Components/TargetActionComponent.cs

69 lines
2.6 KiB
C#

using Content.Shared.Interaction;
using Content.Shared.Physics;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Actions.Components;
/// <summary>
/// An action that targets an entity or map.
/// Requires <see cref="ActionComponent"/>.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedActionsSystem))]
[EntityCategory("Actions")]
public sealed partial class TargetActionComponent : Component
{
/// <summary>
/// For entity- or map-targeting actions, if this is true the action will remain selected after it is used, so
/// it can be continuously re-used. If this is false, the action will be deselected after one use.
/// </summary>
[DataField]
public bool Repeat;
/// <summary>
/// For entity- or map-targeting action, determines whether the action is deselected if the user doesn't click a valid target.
/// </summary>
[DataField]
public bool DeselectOnMiss;
/// <summary>
/// Whether the action system should block this action if the user cannot actually access the target
/// (unobstructed, in inventory, in backpack, etc). Some spells or abilities may want to disable this and
/// implement their own checks.
/// </summary>
/// <remarks>
/// Even if this is false, the <see cref="Range"/> will still be checked.
/// </remarks>
[DataField]
public bool CheckCanAccess = true;
/// <summary>
/// The collision group to use to check for accessibility if <see cref="CheckCanAccess" /> is true.
/// </summary>
[DataField]
public CollisionGroup AccessMask = SharedInteractionSystem.InRangeUnobstructedMask;
/// <summary>
/// The allowed range for a target to be. If zero or negative, the range check is skipped,
/// unless <see cref="CheckCanAccess"/> is true.
/// </summary>
[DataField]
public float Range = SharedInteractionSystem.InteractionRange;
/// <summary>
/// If the target is invalid, this bool determines whether the left-click will default to performing a standard-interaction
/// </summary>
/// <remarks>
/// Interactions will still be blocked if the target-validation generates a pop-up
/// </remarks>
[DataField]
public bool InteractOnMiss;
/// <summary>
/// If true, and if <see cref="ShowHandItemOverlay"/> is enabled, then this action's icon will be drawn by that
/// over lay in place of the currently held item "held item".
/// </summary>
[DataField]
public bool TargetingIndicator = true;
}