Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
Acruid 9353a060f2 Physics Shapes (#306)
* Removed BoundingBoxComponent.

* Updated prototypes to use refactored CollidableComponent.

* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.

* Migrated more yaml files to use PhysShapes.

* Updated YAML to use the new list-of-bodies system.

* Updated the new prototypes.

* Update submodule

* Update submodule again, whoops
2019-09-03 22:14:04 +02:00

907 lines
29 KiB
C#

using System;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Input;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with an object in their hand
/// </summary>
public interface IAttackBy
{
/// <summary>
/// Called when using one object on another
/// </summary>
bool AttackBy(AttackByEventArgs eventArgs);
}
public class AttackByEventArgs : EventArgs
{
public IEntity User { get; set; }
public GridCoordinates ClickLocation { get; set; }
public IEntity AttackWith { get; set; }
}
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with an empty hand
/// </summary>
public interface IAttackHand
{
/// <summary>
/// Called when a player directly interacts with an empty hand
/// </summary>
bool AttackHand(AttackHandEventArgs eventArgs);
}
public class AttackHandEventArgs : EventArgs
{
public IEntity User { get; set; }
}
/// <summary>
/// This interface gives components behavior when being clicked by objects outside the range of direct use
/// </summary>
public interface IRangedAttackBy
{
/// <summary>
/// Called when we try to interact with an entity out of range
/// </summary>
/// <returns></returns>
bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
}
[PublicAPI]
public class RangedAttackByEventArgs : EventArgs
{
public IEntity User { get; set; }
public IEntity Weapon { get; set; }
public GridCoordinates ClickLocation { get; set; }
}
/// <summary>
/// This interface gives components a behavior when clicking on another object and no interaction occurs
/// Doesn't pass what you clicked on as an argument, but if it becomes necessary we can add it later
/// </summary>
public interface IAfterAttack
{
/// <summary>
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
/// </summary>
void AfterAttack(AfterAttackEventArgs eventArgs);
}
public class AfterAttackEventArgs : EventArgs
{
public IEntity User { get; set; }
public GridCoordinates ClickLocation { get; set; }
public IEntity Attacked { get; set; }
}
/// <summary>
/// This interface gives components behavior when using the entity in your hands
/// </summary>
public interface IUse
{
/// <summary>
/// Called when we activate an object we are holding to use it
/// </summary>
/// <returns></returns>
bool UseEntity(UseEntityEventArgs eventArgs);
}
public class UseEntityEventArgs : EventArgs
{
public IEntity User { get; set; }
}
/// <summary>
/// This interface gives components behavior when being activated in the world.
/// </summary>
public interface IActivate
{
/// <summary>
/// Called when this component is activated by another entity.
/// </summary>
void Activate(ActivateEventArgs eventArgs);
}
public class ActivateEventArgs : EventArgs
{
public IEntity User { get; set; }
}
/// <summary>
/// This interface gives components behavior when thrown.
/// </summary>
public interface IThrown
{
void Thrown(ThrownEventArgs eventArgs);
}
public class ThrownEventArgs : EventArgs
{
public ThrownEventArgs(IEntity user)
{
User = user;
}
public IEntity User { get; }
}
/// <summary>
/// This interface gives components behavior when landing after being thrown.
/// </summary>
public interface ILand
{
void Land(LandEventArgs eventArgs);
}
public class LandEventArgs : EventArgs
{
public LandEventArgs(IEntity user, GridCoordinates landingLocation)
{
User = user;
LandingLocation = landingLocation;
}
public IEntity User { get; }
public GridCoordinates LandingLocation { get; }
}
/// <summary>
/// This interface gives components behavior when being used to "attack".
/// </summary>
public interface IAttack
{
void Attack(AttackEventArgs eventArgs);
}
public class AttackEventArgs : EventArgs
{
public AttackEventArgs(IEntity user, GridCoordinates clickLocation)
{
User = user;
ClickLocation = clickLocation;
}
public IEntity User { get; }
public GridCoordinates ClickLocation { get; }
}
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
[UsedImplicitly]
public sealed class InteractionSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
public const float InteractionRange = 2;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
public override void Initialize()
{
var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
inputSys.BindMap.BindFunction(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUseItemInHand));
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
new PointerInputCmdHandler(HandleActivateItemInWorld));
}
public void HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
if (!EntityManager.TryGetEntity(uid, out var used))
return;
var playerEnt = ((IPlayerSession) session).AttachedEntity;
if (playerEnt == null || !playerEnt.IsValid())
{
return;
}
if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, InteractionRange))
{
return;
}
InteractionActivate(playerEnt, used);
}
private void InteractionActivate(IEntity user, IEntity used)
{
var activateMsg = new ActivateInWorldMessage(user, used);
RaiseEvent(activateMsg);
if (activateMsg.Handled)
{
return;
}
if (!used.TryGetComponent(out IActivate activateComp))
{
return;
}
activateComp.Activate(new ActivateEventArgs {User = user});
}
private void HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
// client sanitization
if (!_mapManager.GridExists(coords.GridID))
{
Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
return;
}
if (uid.IsClientSide())
{
Logger.WarningS("system.interaction",
$"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
return;
}
var userEntity = ((IPlayerSession) session).AttachedEntity;
if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
{
DoAttack(userEntity, coords, uid);
}
else
{
UserInteraction(userEntity, coords, uid);
}
}
private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
{
// Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
{
attacked = null;
}
// Verify player has a transform component
if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
{
return;
}
// Verify player is on the same map as the entity he clicked on
if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != playerTransform.MapID)
{
Logger.WarningS("system.interaction",
$"Player named {player.Name} clicked on a map he isn't located on");
return;
}
// Verify player has a hand, and find what object he is currently holding in his active hand
if (!player.TryGetComponent<IHandsComponent>(out var hands))
{
return;
}
var item = hands.GetActiveHand?.Owner;
if (!ActionBlockerSystem.CanInteract(player))
{
return;
}
// TODO: Check if client should be able to see that object to click on it in the first place
// Clicked on empty space behavior, try using ranged attack
if (attacked == null)
{
if (item != null)
{
// After attack: Check if we clicked on an empty location, if so the only interaction we can do is AfterAttack
InteractAfterAttack(player, item, coordinates);
}
return;
}
// Verify attacked object is on the map if we managed to click on it somehow
if (!attacked.Transform.IsMapTransform)
{
Logger.WarningS("system.interaction",
$"Player named {player.Name} clicked on object {attacked.Name} that isn't currently on the map somehow");
return;
}
// Check if ClickLocation is in object bounds here, if not lets log as warning and see why
if (attacked.TryGetComponent(out ICollidableComponent collideComp))
{
if (!collideComp.WorldAABB.Contains(coordinates.ToWorld(_mapManager).Position))
{
Logger.WarningS("system.interaction",
$"Player {player.Name} clicked {attacked.Name} outside of its bounding box component somehow");
return;
}
}
// RangedAttack/AfterAttack: Check distance between user and clicked item, if too large parse it in the ranged function
// TODO: have range based upon the item being used? or base it upon some variables of the player himself?
var distance = (playerTransform.WorldPosition - attacked.Transform.WorldPosition).LengthSquared;
if (distance > InteractionRangeSquared)
{
if (item != null)
{
RangedInteraction(player, item, attacked, coordinates);
return;
}
return; // Add some form of ranged AttackHand here if you need it someday, or perhaps just ways to modify the range of AttackHand
}
// We are close to the nearby object and the object isn't contained in our active hand
// AttackBy/AfterAttack: We will either use the item on the nearby object
if (item != null)
{
Interaction(player, item, attacked, coordinates);
}
// AttackHand/Activate: Since our hand is empty we will use AttackHand/Activate
else
{
Interaction(player, attacked);
}
}
/// <summary>
/// We didn't click on any entity, try doing an AfterAttack on the click location
/// </summary>
private void InteractAfterAttack(IEntity user, IEntity weapon, GridCoordinates clickLocation)
{
var message = new AfterAttackMessage(user, weapon, null, clickLocation);
RaiseEvent(message);
if (message.Handled)
{
return;
}
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs {User = user, ClickLocation = clickLocation};
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
/// <summary>
/// Uses a weapon/object on an entity
/// Finds components with the AttackBy interface and calls their function
/// </summary>
public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
{
var attackMsg = new AttackByMessage(user, weapon, attacked, clickLocation);
RaiseEvent(attackMsg);
if (attackMsg.Handled)
{
return;
}
var attackBys = attacked.GetAllComponents<IAttackBy>().ToList();
var attackByEventArgs = new AttackByEventArgs
{
User = user, ClickLocation = clickLocation, AttackWith = weapon
};
foreach (var attackBy in attackBys)
{
if (attackBy.AttackBy(attackByEventArgs))
{
// If an AttackBy returns a status completion we finish our attack
return;
}
}
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(afterAtkMsg);
if (afterAtkMsg.Handled)
{
return;
}
// If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs
{
User = user, ClickLocation = clickLocation, Attacked = attacked
};
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds components with the AttackHand interface and calls their function
/// </summary>
public void Interaction(IEntity user, IEntity attacked)
{
var message = new AttackHandMessage(user, attacked);
RaiseEvent(message);
if (message.Handled)
{
return;
}
var attackHands = attacked.GetAllComponents<IAttackHand>().ToList();
var attackHandEventArgs = new AttackHandEventArgs {User = user};
foreach (var attackHand in attackHands)
{
if (attackHand.AttackHand(attackHandEventArgs))
{
// If an AttackHand returns a status completion we finish our attack
return;
}
}
// Else we run Activate.
InteractionActivate(user, attacked);
}
/// <summary>
/// Activates the Use behavior of an object
/// Verifies that the user is capable of doing the use interaction first
/// </summary>
/// <param name="user"></param>
/// <param name="used"></param>
public void TryUseInteraction(IEntity user, IEntity used)
{
if (user != null && used != null && ActionBlockerSystem.CanUse(user))
{
UseInteraction(user, used);
}
}
/// <summary>
/// Activates/Uses an object in control/possession of a user
/// If the item has the IUse interface on one of its components we use the object in our hand
/// </summary>
public void UseInteraction(IEntity user, IEntity used)
{
var useMsg = new UseInHandMessage(user, used);
RaiseEvent(useMsg);
if (useMsg.Handled)
{
return;
}
var uses = used.GetAllComponents<IUse>().ToList();
// Try to use item on any components which have the interface
foreach (var use in uses)
{
if (use.UseEntity(new UseEntityEventArgs {User = user}))
{
// If a Use returns a status completion we finish our attack
return;
}
}
}
/// <summary>
/// Activates the Use behavior of an object
/// Verifies that the user is capable of doing the use 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);
RaiseEvent(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, GridCoordinates landLocation)
{
var landMsg = new LandMessage(user, landing, landLocation);
RaiseEvent(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>
/// 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 void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
{
var rangedMsg = new RangedAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(rangedMsg);
if (rangedMsg.Handled)
return;
var rangedAttackBys = attacked.GetAllComponents<IRangedAttackBy>().ToList();
var rangedAttackByEventArgs = new RangedAttackByEventArgs
{
User = user, Weapon = weapon, ClickLocation = clickLocation
};
// See if we have a ranged attack interaction
foreach (var t in rangedAttackBys)
{
if (t.RangedAttackBy(rangedAttackByEventArgs))
{
// If an AttackBy returns a status completion we finish our attack
return;
}
}
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
RaiseEvent(afterAtkMsg);
if (afterAtkMsg.Handled)
return;
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
var afterAttackEventArgs = new AfterAttackEventArgs
{
User = user, ClickLocation = clickLocation, Attacked = attacked
};
//See if we have a ranged attack interaction
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterAttack(afterAttackEventArgs);
}
}
private void DoAttack(IEntity player, GridCoordinates coordinates, EntityUid uid)
{
// Verify player is on the same map as the entity he clicked on
if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != player.Transform.MapID)
{
Logger.WarningS("system.interaction",
$"Player named {player.Name} clicked on a map he isn't located on");
return;
}
// Verify player has a hand, and find what object he is currently holding in his active hand
if (!player.TryGetComponent<IHandsComponent>(out var hands))
{
return;
}
var item = hands.GetActiveHand?.Owner;
// TODO: If item is null we need some kinda unarmed combat.
if (!ActionBlockerSystem.CanInteract(player) || item == null)
{
return;
}
var eventArgs = new AttackEventArgs(player, coordinates);
foreach (var attackComponent in item.GetAllComponents<IAttack>())
{
attackComponent.Attack(eventArgs);
}
}
}
/// <summary>
/// Raised when being clicked on or "attacked" by a user with an object in their hand
/// </summary>
[PublicAPI]
public class AttackByMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that the User attacked with.
/// </summary>
public IEntity ItemInHand { get; }
/// <summary>
/// Entity that was attacked.
/// </summary>
public IEntity Attacked { get; }
/// <summary>
/// The original location that was clicked by the user.
/// </summary>
public GridCoordinates ClickLocation { get; }
public AttackByMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
{
User = user;
ItemInHand = itemInHand;
Attacked = attacked;
ClickLocation = clickLocation;
}
}
/// <summary>
/// Raised when being clicked on or "attacked" by a user with an empty hand.
/// </summary>
[PublicAPI]
public class AttackHandMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that was attacked.
/// </summary>
public IEntity Attacked { get; }
public AttackHandMessage(IEntity user, IEntity attacked)
{
User = user;
Attacked = attacked;
}
}
/// <summary>
/// Raised when being clicked by objects outside the range of direct use.
/// </summary>
[PublicAPI]
public class RangedAttackMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <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.
/// </summary>
public IEntity Attacked { get; }
/// <summary>
/// Location that the user clicked outside of their interaction range.
/// </summary>
public GridCoordinates ClickLocation { get; }
public RangedAttackMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
{
User = user;
ItemInHand = itemInHand;
ClickLocation = clickLocation;
Attacked = attacked;
}
}
/// <summary>
/// Raised when clicking on another object and no attack event was handled.
/// </summary>
[PublicAPI]
public class AfterAttackMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <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 GridCoordinates ClickLocation { get; }
public AfterAttackMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
{
User = user;
Attacked = attacked;
ClickLocation = clickLocation;
ItemInHand = itemInHand;
}
}
/// <summary>
/// Raised when using the entity in your hands.
/// </summary>
[PublicAPI]
public class UseInHandMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity holding the item in their hand.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was used.
/// </summary>
public IEntity Used { get; }
public UseInHandMessage(IEntity user, IEntity used)
{
User = user;
Used = used;
}
}
/// <summary>
/// Raised when throwing the entity in your hands.
/// </summary>
[PublicAPI]
public class ThrownMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that threw the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was thrown.
/// </summary>
public IEntity Thrown { get; }
public ThrownMessage(IEntity user, IEntity thrown)
{
User = user;
Thrown = thrown;
}
}
/// <summary>
/// Raised when an entity that was thrown lands.
/// </summary>
[PublicAPI]
public class LandMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that threw the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was thrown.
/// </summary>
public IEntity Thrown { get; }
/// <summary>
/// Location where the item landed.
/// </summary>
public GridCoordinates LandLocation { get; }
public LandMessage(IEntity user, IEntity thrown, GridCoordinates landLocation)
{
User = user;
Thrown = thrown;
LandLocation = landLocation;
}
}
/// <summary>
/// Raised when an entity is activated in the world.
/// </summary>
[PublicAPI]
public class ActivateInWorldMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that activated the world entity.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that was activated in the world.
/// </summary>
public IEntity Activated { get; }
public ActivateInWorldMessage(IEntity user, IEntity activated)
{
User = user;
Activated = activated;
}
}
}