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