* A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
95 lines
3.1 KiB
C#
95 lines
3.1 KiB
C#
using System;
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using System.Threading.Tasks;
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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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#nullable enable
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface gives components a behavior when their entity is in the active hand, when
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/// clicking on another object and no interaction occurs, at any range. This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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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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/// The interaction priority. Higher numbers get called first.
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/// </summary>
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/// <value>Priority defaults to 0</value>
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int Priority => 0;
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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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Task<bool> 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; }
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public EntityCoordinates ClickLocation { get; }
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public IEntity? Target { get; }
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public bool CanReach { get; }
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public AfterInteractEventArgs(IEntity user, EntityCoordinates clickLocation, IEntity? target, bool canReach)
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{
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User = user;
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ClickLocation = clickLocation;
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Target = target;
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CanReach = canReach;
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}
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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 EntityCoordinates 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,
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EntityCoordinates 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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