Files
tbd-station-14/Content.Server/Actions/ActionOnInteractSystem.cs
Nemanja a1a8f04036 Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit

* second part

* pretend it isn't real it can't hurt you.

* 👁️ 👁️

* shadowcommander review
2024-05-31 13:26:19 -07:00

169 lines
5.5 KiB
C#

using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Interaction;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Actions;
/// <summary>
/// This System handled interactions for the <see cref="ActionOnInteractComponent"/>.
/// </summary>
public sealed class ActionOnInteractSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActionOnInteractComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActionOnInteractComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<ActionOnInteractComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, ActionOnInteractComponent component, MapInitEvent args)
{
if (component.Actions == null)
return;
var comp = EnsureComp<ActionsContainerComponent>(uid);
foreach (var id in component.Actions)
{
_actionContainer.AddAction(uid, id, comp);
}
}
private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
var options = GetValidActions<InstantActionComponent>(actionEnts);
if (options.Count == 0)
return;
var (actId, act) = _random.Pick(options);
if (act.Event != null)
{
act.Event.Performer = args.User;
act.Event.Action = actId;
}
_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
args.Handled = true;
}
private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
{
if (args.Handled)
return;
if (component.ActionEntities is not {} actionEnts)
{
if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
return;
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
}
// First, try entity target actions
if (args.Target != null)
{
var entOptions = GetValidActions<EntityTargetActionComponent>(actionEnts, args.CanReach);
for (var i = entOptions.Count - 1; i >= 0; i--)
{
var action = entOptions[i];
if (!_actions.ValidateEntityTarget(args.User, args.Target.Value, action))
entOptions.RemoveAt(i);
}
if (entOptions.Count > 0)
{
var (entActId, entAct) = _random.Pick(entOptions);
if (entAct.Event != null)
{
entAct.Event.Performer = args.User;
entAct.Event.Action = entActId;
entAct.Event.Target = args.Target.Value;
}
_actions.PerformAction(args.User, null, entActId, entAct, entAct.Event, _timing.CurTime, false);
args.Handled = true;
return;
}
}
// else: try world target actions
var options = GetValidActions<WorldTargetActionComponent>(component.ActionEntities, args.CanReach);
for (var i = options.Count - 1; i >= 0; i--)
{
var action = options[i];
if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, action))
options.RemoveAt(i);
}
if (options.Count == 0)
return;
var (actId, act) = _random.Pick(options);
if (act.Event != null)
{
act.Event.Performer = args.User;
act.Event.Action = actId;
act.Event.Target = args.ClickLocation;
}
_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
args.Handled = true;
}
private bool ValidAction(BaseActionComponent action, bool canReach = true)
{
if (!action.Enabled)
return false;
if (action.Charges.HasValue && action.Charges <= 0)
return false;
var curTime = _timing.CurTime;
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
return false;
return canReach || action is BaseTargetActionComponent { CheckCanAccess: false };
}
private List<(EntityUid Id, T Comp)> GetValidActions<T>(List<EntityUid>? actions, bool canReach = true) where T : BaseActionComponent
{
var valid = new List<(EntityUid Id, T Comp)>();
if (actions == null)
return valid;
foreach (var id in actions)
{
if (!_actions.TryGetActionData(id, out var baseAction) ||
baseAction as T is not { } action ||
!ValidAction(action, canReach))
{
continue;
}
valid.Add((id, action));
}
return valid;
}
}