Files
tbd-station-14/Content.Shared/Actions/ActionEvents.cs
2024-04-29 13:22:11 +10:00

159 lines
5.7 KiB
C#

using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Actions;
/// <summary>
/// Event raised directed at items or clothing when they are equipped or held. In order for an item to grant actions some
/// system can subscribe to this event and add actions to the <see cref="Actions"/> list.
/// </summary>
/// <remarks>
/// Note that a system could also just manually add actions as a result of a <see cref="GotEquippedEvent"/> or <see
/// cref="GotEquippedHandEvent"/>. This exists mostly as a convenience event, while also helping to keep
/// action-granting logic separate from general equipment behavior.
/// </remarks>
public sealed class GetItemActionsEvent : EntityEventArgs
{
private readonly ActionContainerSystem _system;
public readonly SortedSet<EntityUid> Actions = new();
/// <summary>
/// User equipping the item.
/// </summary>
public EntityUid User;
/// <summary>
/// The entity that is being asked to provide the actions. This is used as a default argument to <see cref="AddAction(ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string,Robust.Shared.GameObjects.EntityUid)"/>.
/// I.e., if a new action needs to be spawned, then it will be inserted into this entity unless otherwise specified.
/// </summary>
public EntityUid Provider;
/// <summary>
/// Slot flags for the inventory slot that this item got equipped to. Null if not in a slot (i.e., if equipped to hands).
/// </summary>
public SlotFlags? SlotFlags;
/// <summary>
/// If true, the item was equipped to a users hands.
/// </summary>
public bool InHands => SlotFlags == null;
public GetItemActionsEvent(ActionContainerSystem system, EntityUid user, EntityUid provider, SlotFlags? slotFlags = null)
{
_system = system;
User = user;
Provider = provider;
SlotFlags = slotFlags;
}
/// <summary>
/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
/// store it in <see cref="container"/>.
/// </summary>
public void AddAction(ref EntityUid? actionId, string prototypeId, EntityUid container)
{
if (_system.EnsureAction(container, ref actionId, prototypeId))
Actions.Add(actionId.Value);
}
/// <summary>
/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
/// store it in <see cref="Provider"/>.
/// </summary>
public void AddAction(ref EntityUid? actionId, string prototypeId)
{
AddAction(ref actionId, prototypeId, Provider);
}
public void AddAction(EntityUid? actionId)
{
if (actionId != null)
Actions.Add(actionId.Value);
}
}
/// <summary>
/// Event used to communicate with the server that a client wishes to perform some action.
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestPerformActionEvent : EntityEventArgs
{
public readonly NetEntity Action;
public readonly NetEntity? EntityTarget;
public readonly NetCoordinates? EntityCoordinatesTarget;
public RequestPerformActionEvent(NetEntity action)
{
Action = action;
}
public RequestPerformActionEvent(NetEntity action, NetEntity entityTarget)
{
Action = action;
EntityTarget = entityTarget;
}
public RequestPerformActionEvent(NetEntity action, NetCoordinates entityCoordinatesTarget)
{
Action = action;
EntityCoordinatesTarget = entityCoordinatesTarget;
}
}
/// <summary>
/// This is the type of event that gets raised when an <see cref="InstantAction"/> is performed. The <see
/// cref="Performer"/> field is automatically filled out by the <see cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
public abstract partial class InstantActionEvent : BaseActionEvent { }
/// <summary>
/// This is the type of event that gets raised when an <see cref="EntityTargetAction"/> is performed. The <see
/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
/// cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
public abstract partial class EntityTargetActionEvent : BaseActionEvent
{
/// <summary>
/// The entity that the user targeted.
/// </summary>
public EntityUid Target;
}
/// <summary>
/// This is the type of event that gets raised when an <see cref="WorldTargetAction"/> is performed. The <see
/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
/// cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
public abstract partial class WorldTargetActionEvent : BaseActionEvent
{
/// <summary>
/// The coordinates of the location that the user targeted.
/// </summary>
public EntityCoordinates Target;
}
/// <summary>
/// Base class for events that are raised when an action gets performed. This should not generally be used outside of the action
/// system.
/// </summary>
[ImplicitDataDefinitionForInheritors]
public abstract partial class BaseActionEvent : HandledEntityEventArgs
{
/// <summary>
/// The user performing the action.
/// </summary>
public EntityUid Performer;
}