* Added: CanReach property to AfterAttack events which signals if the attack was within reach. Fixed: You cannot construct/deconstruct things out of reach. Fixed: Construction entities now preserve transform rotation. Fixed: No more exceptions about missing grids when constructing world entities. Fixed: Used the proper intermediate sprite for intermediate entities. Fixed: Issue with missing sprite layers on ghost. * The alligator is greedy, he always eats the bigger number... * Adds a check so that you cannot use tools on entities that are obstructed from view.
77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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{
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/// <summary>
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/// This interface gives components a behavior when clicking on another object and no interaction occurs,
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/// at any range.
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/// </summary>
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public interface IAfterInteract
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{
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/// <summary>
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/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
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/// </summary>
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void AfterInteract(AfterInteractEventArgs eventArgs);
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}
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public class AfterInteractEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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public GridCoordinates ClickLocation { get; set; }
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public IEntity Target { get; set; }
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public bool CanReach { get; set; }
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}
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/// <summary>
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/// Raised when clicking on another object and no attack event was handled.
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/// </summary>
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[PublicAPI]
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public class AfterInteractMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity that triggered the attack.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Entity that the User attacked with.
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/// </summary>
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public IEntity ItemInHand { get; set; }
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/// <summary>
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/// Entity that was attacked. This can be null if the attack did not click on an entity.
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/// </summary>
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public IEntity Attacked { get; }
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/// <summary>
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/// Location that the user clicked outside of their interaction range.
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/// </summary>
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public GridCoordinates ClickLocation { get; }
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/// <summary>
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/// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within
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/// reach radius around the user.
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/// </summary>
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public bool CanReach { get; }
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public AfterInteractMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation, bool canReach)
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{
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User = user;
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Attacked = attacked;
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ClickLocation = clickLocation;
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ItemInHand = itemInHand;
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CanReach = canReach;
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}
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}
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}
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