1343 lines
43 KiB
C#
1343 lines
43 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Timing;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior when being clicked on or "attacked" by a user with an object in their hand
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/// </summary>
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public interface IAttackBy
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{
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/// <summary>
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/// Called when using one object on another
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/// </summary>
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bool AttackBy(AttackByEventArgs eventArgs);
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}
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public class AttackByEventArgs : 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 AttackWith { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when being clicked on or "attacked" by a user with an empty hand
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/// </summary>
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public interface IAttackHand
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{
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/// <summary>
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/// Called when a player directly interacts with an empty hand
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/// </summary>
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bool AttackHand(AttackHandEventArgs eventArgs);
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}
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public class AttackHandEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when being clicked by objects outside the range of direct use
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/// </summary>
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public interface IRangedAttackBy
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{
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/// <summary>
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/// Called when we try to interact with an entity out of range
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/// </summary>
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/// <returns></returns>
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bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
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}
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[PublicAPI]
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public class RangedAttackByEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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public IEntity Weapon { get; set; }
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public GridCoordinates ClickLocation { get; set; }
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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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/// Doesn't pass what you clicked on as an argument, but if it becomes necessary we can add it later
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/// </summary>
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public interface IAfterAttack
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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 AfterAttack(AfterAttackEventArgs eventArgs);
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}
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public class AfterAttackEventArgs : 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 Attacked { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when using the entity in your hands
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/// </summary>
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public interface IUse
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{
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/// <summary>
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/// Called when we activate an object we are holding to use it
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/// </summary>
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/// <returns></returns>
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bool UseEntity(UseEntityEventArgs eventArgs);
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}
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public class UseEntityEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when being activated in the world.
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/// </summary>
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public interface IActivate
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{
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/// <summary>
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/// Called when this component is activated by another entity.
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/// </summary>
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void Activate(ActivateEventArgs eventArgs);
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}
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public class ActivateEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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}
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/// <summary>
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/// This interface gives components behavior when thrown.
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/// </summary>
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public interface IThrown
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{
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void Thrown(ThrownEventArgs eventArgs);
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}
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public class ThrownEventArgs : EventArgs
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{
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public ThrownEventArgs(IEntity user)
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{
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User = user;
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}
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public IEntity User { get; }
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}
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/// <summary>
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/// This interface gives components behavior when landing after being thrown.
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/// </summary>
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public interface ILand
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{
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void Land(LandEventArgs eventArgs);
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}
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public class LandEventArgs : EventArgs
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{
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public LandEventArgs(IEntity user, GridCoordinates landingLocation)
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{
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User = user;
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LandingLocation = landingLocation;
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}
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public IEntity User { get; }
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public GridCoordinates LandingLocation { get; }
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}
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/// <summary>
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/// This interface gives components behavior when their owner is put in an inventory slot.
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/// </summary>
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public interface IEquipped
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{
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void Equipped(EquippedEventArgs eventArgs);
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}
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public class EquippedEventArgs : EventArgs
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{
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public EquippedEventArgs(IEntity user, EquipmentSlotDefines.Slots slot)
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{
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User = user;
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Slot = slot;
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}
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public IEntity User { get; }
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public EquipmentSlotDefines.Slots Slot { get; }
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}
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/// <summary>
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/// This interface gives components behavior when their owner is removed from an inventory slot.
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/// </summary>
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public interface IUnequipped
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{
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void Unequipped(UnequippedEventArgs eventArgs);
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}
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public class UnequippedEventArgs : EventArgs
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{
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public UnequippedEventArgs(IEntity user, EquipmentSlotDefines.Slots slot)
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{
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User = user;
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Slot = slot;
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}
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public IEntity User { get; }
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public EquipmentSlotDefines.Slots Slot { get; }
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}
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/// <summary>
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/// This interface gives components behavior when being used to "attack".
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/// </summary>
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public interface IAttack
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{
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void Attack(AttackEventArgs eventArgs);
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}
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public class AttackEventArgs : EventArgs
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{
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public AttackEventArgs(IEntity user, GridCoordinates clickLocation)
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{
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User = user;
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ClickLocation = clickLocation;
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}
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public IEntity User { get; }
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public GridCoordinates ClickLocation { get; }
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}
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/// <summary>
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/// This interface gives components behavior when they're held on the selected hand.
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/// </summary>
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public interface IHandSelected
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{
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void HandSelected(HandSelectedEventArgs eventArgs);
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}
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public class HandSelectedEventArgs : EventArgs
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{
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public HandSelectedEventArgs(IEntity user)
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{
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User = user;
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}
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public IEntity User { get; }
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}
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/// <summary>
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/// This interface gives components behavior when they're held on a deselected hand.
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/// </summary>
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public interface IHandDeselected
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{
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void HandDeselected(HandDeselectedEventArgs eventArgs);
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}
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public class HandDeselectedEventArgs : EventArgs
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{
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public HandDeselectedEventArgs(IEntity user)
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{
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User = user;
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}
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public IEntity User { get; }
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}
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/// <summary>
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/// This interface gives components behavior when they're dropped by a mob.
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/// </summary>
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public interface IDropped
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{
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void Dropped(DroppedEventArgs eventArgs);
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}
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public class DroppedEventArgs : EventArgs
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{
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public DroppedEventArgs(IEntity user)
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{
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User = user;
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}
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public IEntity User { get; }
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}
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/// <summary>
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/// Governs interactions during clicking on entities
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/// </summary>
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[UsedImplicitly]
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public sealed class InteractionSystem : SharedInteractionSystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IPhysicsManager _physicsManager;
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#pragma warning restore 649
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public const float InteractionRange = 2;
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public const float InteractionRangeSquared = InteractionRange * InteractionRange;
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public override void Initialize()
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{
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUseItemInHand));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.WideAttack,
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new PointerInputCmdHandler(HandleWideAttack));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
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new PointerInputCmdHandler(HandleActivateItemInWorld));
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}
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private bool HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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if (!EntityManager.TryGetEntity(uid, out var used))
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return false;
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var playerEnt = ((IPlayerSession) session).AttachedEntity;
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if (playerEnt == null || !playerEnt.IsValid())
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{
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return false;
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}
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if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, InteractionRange))
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{
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return false;
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}
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InteractionActivate(playerEnt, used);
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return true;
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}
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/// <summary>
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/// Activates the Activate behavior of an object
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/// Verifies that the user is capable of doing the use interaction first
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/// </summary>
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/// <param name="user"></param>
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/// <param name="used"></param>
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public void TryInteractionActivate(IEntity user, IEntity used)
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{
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if (user != null && used != null && ActionBlockerSystem.CanUse(user))
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{
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InteractionActivate(user, used);
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}
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}
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private void InteractionActivate(IEntity user, IEntity used)
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{
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var activateMsg = new ActivateInWorldMessage(user, used);
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RaiseLocalEvent(activateMsg);
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if (activateMsg.Handled)
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{
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return;
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}
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if (!used.TryGetComponent(out IActivate activateComp))
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{
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return;
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}
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activateComp.Activate(new ActivateEventArgs {User = user});
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}
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private bool HandleWideAttack(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if (!_mapManager.GridExists(coords.GridID))
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
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return true;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction",
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$"Client sent attack with client-side entity. Session={session}, Uid={uid}");
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return true;
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}
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var userEntity = ((IPlayerSession) session).AttachedEntity;
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if (userEntity == null || !userEntity.IsValid())
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{
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return true;
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}
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if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
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{
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DoAttack(userEntity, coords);
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}
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return true;
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}
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private bool HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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// client sanitization
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if (!_mapManager.GridExists(coords.GridID))
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{
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Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
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return true;
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}
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if (uid.IsClientSide())
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{
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Logger.WarningS("system.interaction",
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$"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
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return true;
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}
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var userEntity = ((IPlayerSession) session).AttachedEntity;
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if (userEntity == null || !userEntity.IsValid())
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{
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return true;
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}
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UserInteraction(userEntity, coords, uid);
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return true;
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}
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private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
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{
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// Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
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if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
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{
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attacked = null;
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}
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// Verify player has a transform component
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if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
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{
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return;
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}
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// Verify player is on the same map as the entity he clicked on
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if (_mapManager.GetGrid(coordinates.GridID).ParentMapId != playerTransform.MapID)
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{
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Logger.WarningS("system.interaction",
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$"Player named {player.Name} clicked on a map he isn't located on");
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return;
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}
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// Verify player has a hand, and find what object he is currently holding in his active hand
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if (!player.TryGetComponent<IHandsComponent>(out var hands))
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{
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return;
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}
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var item = hands.GetActiveHand?.Owner;
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if(ActionBlockerSystem.CanChangeDirection(player))
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playerTransform.LocalRotation = new Angle(coordinates.ToMapPos(_mapManager) - playerTransform.MapPosition.Position);
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if (!ActionBlockerSystem.CanInteract(player))
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{
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return;
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}
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// TODO: Check if client should be able to see that object to click on it in the first place
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// Clicked on empty space behavior, try using ranged attack
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if (attacked == null)
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{
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if (item != null)
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{
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// After attack: Check if we clicked on an empty location, if so the only interaction we can do is AfterAttack
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InteractAfterAttack(player, item, coordinates);
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}
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return;
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}
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// Verify attacked object is on the map if we managed to click on it somehow
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if (!attacked.Transform.IsMapTransform)
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{
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Logger.WarningS("system.interaction",
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$"Player named {player.Name} clicked on object {attacked.Name} that isn't currently on the map somehow");
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return;
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}
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// Check if ClickLocation is in object bounds here, if not lets log as warning and see why
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if (attacked.TryGetComponent(out ICollidableComponent collideComp))
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{
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if (!collideComp.WorldAABB.Contains(coordinates.ToMapPos(_mapManager)))
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{
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Logger.WarningS("system.interaction",
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$"Player {player.Name} clicked {attacked.Name} outside of its bounding box component somehow");
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return;
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}
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}
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// RangedAttack/AfterAttack: Check distance between user and clicked item, if too large parse it in the ranged function
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// TODO: have range based upon the item being used? or base it upon some variables of the player himself?
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var distance = (playerTransform.WorldPosition - attacked.Transform.WorldPosition).LengthSquared;
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if (distance > InteractionRangeSquared)
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{
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if (item != null)
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{
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RangedInteraction(player, item, attacked, coordinates);
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return;
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}
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return; // Add some form of ranged AttackHand here if you need it someday, or perhaps just ways to modify the range of AttackHand
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}
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// We are close to the nearby object and the object isn't contained in our active hand
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// AttackBy/AfterAttack: We will either use the item on the nearby object
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if (item != null)
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{
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Interaction(player, item, attacked, coordinates);
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}
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// AttackHand/Activate: Since our hand is empty we will use AttackHand/Activate
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else
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{
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Interaction(player, attacked);
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}
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}
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/// <summary>
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/// We didn't click on any entity, try doing an AfterAttack on the click location
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/// </summary>
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private void InteractAfterAttack(IEntity user, IEntity weapon, GridCoordinates clickLocation)
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{
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var message = new AfterAttackMessage(user, weapon, null, clickLocation);
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RaiseLocalEvent(message);
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if (message.Handled)
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{
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return;
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}
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var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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var afterAttackEventArgs = new AfterAttackEventArgs {User = user, ClickLocation = clickLocation};
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foreach (var afterAttack in afterAttacks)
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{
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afterAttack.AfterAttack(afterAttackEventArgs);
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}
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}
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/// <summary>
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/// Uses a weapon/object on an entity
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/// Finds components with the AttackBy interface and calls their function
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/// </summary>
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public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
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{
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var attackMsg = new AttackByMessage(user, weapon, attacked, clickLocation);
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RaiseLocalEvent(attackMsg);
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if (attackMsg.Handled)
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{
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return;
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}
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var attackBys = attacked.GetAllComponents<IAttackBy>().ToList();
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var attackByEventArgs = new AttackByEventArgs
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{
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User = user, ClickLocation = clickLocation, AttackWith = weapon
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};
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foreach (var attackBy in attackBys)
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{
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if (attackBy.AttackBy(attackByEventArgs))
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// If an AttackBy returns a status completion we finish our attack
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return;
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}
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var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
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RaiseLocalEvent(afterAtkMsg);
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if (afterAtkMsg.Handled)
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{
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return;
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}
|
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// If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
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var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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var afterAttackEventArgs = new AfterAttackEventArgs
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{
|
|
User = user, ClickLocation = clickLocation, Attacked = attacked
|
|
};
|
|
|
|
foreach (var afterAttack in afterAttacks)
|
|
{
|
|
afterAttack.AfterAttack(afterAttackEventArgs);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uses an empty hand on an entity
|
|
/// Finds components with the AttackHand interface and calls their function
|
|
/// </summary>
|
|
public void Interaction(IEntity user, IEntity attacked)
|
|
{
|
|
var message = new AttackHandMessage(user, attacked);
|
|
RaiseLocalEvent(message);
|
|
if (message.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var attackHands = attacked.GetAllComponents<IAttackHand>().ToList();
|
|
var attackHandEventArgs = new AttackHandEventArgs {User = user};
|
|
|
|
foreach (var attackHand in attackHands)
|
|
{
|
|
if (attackHand.AttackHand(attackHandEventArgs))
|
|
{
|
|
// If an AttackHand returns a status completion we finish our attack
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Else we run Activate.
|
|
InteractionActivate(user, attacked);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the Use behavior of an object
|
|
/// Verifies that the user is capable of doing the use interaction first
|
|
/// </summary>
|
|
/// <param name="user"></param>
|
|
/// <param name="used"></param>
|
|
public void TryUseInteraction(IEntity user, IEntity used)
|
|
{
|
|
if (user != null && used != null && ActionBlockerSystem.CanUse(user))
|
|
{
|
|
UseInteraction(user, used);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates/Uses an object in control/possession of a user
|
|
/// If the item has the IUse interface on one of its components we use the object in our hand
|
|
/// </summary>
|
|
public void UseInteraction(IEntity user, IEntity used)
|
|
{
|
|
if (used.TryGetComponent<UseDelayComponent>(out var delayComponent))
|
|
{
|
|
if (delayComponent.ActiveDelay)
|
|
return;
|
|
else
|
|
delayComponent.BeginDelay();
|
|
}
|
|
|
|
var useMsg = new UseInHandMessage(user, used);
|
|
RaiseLocalEvent(useMsg);
|
|
if (useMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var uses = used.GetAllComponents<IUse>().ToList();
|
|
|
|
// Try to use item on any components which have the interface
|
|
foreach (var use in uses)
|
|
{
|
|
if (use.UseEntity(new UseEntityEventArgs {User = user}))
|
|
{
|
|
// If a Use returns a status completion we finish our attack
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the Throw behavior of an object
|
|
/// Verifies that the user is capable of doing the throw interaction first
|
|
/// </summary>
|
|
public bool TryThrowInteraction(IEntity user, IEntity item)
|
|
{
|
|
if (user == null || item == null || !ActionBlockerSystem.CanThrow(user)) return false;
|
|
|
|
ThrownInteraction(user, item);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Thrown on all components that implement the IThrown interface
|
|
/// on an entity that has been thrown.
|
|
/// </summary>
|
|
public void ThrownInteraction(IEntity user, IEntity thrown)
|
|
{
|
|
var throwMsg = new ThrownMessage(user, thrown);
|
|
RaiseLocalEvent(throwMsg);
|
|
if (throwMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = thrown.GetAllComponents<IThrown>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Thrown(new ThrownEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Land on all components that implement the ILand interface
|
|
/// on an entity that has landed after being thrown.
|
|
/// </summary>
|
|
public void LandInteraction(IEntity user, IEntity landing, GridCoordinates landLocation)
|
|
{
|
|
var landMsg = new LandMessage(user, landing, landLocation);
|
|
RaiseLocalEvent(landMsg);
|
|
if (landMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = landing.GetAllComponents<ILand>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Land(new LandEventArgs(user, landLocation));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Equipped on all components that implement the IEquipped interface
|
|
/// on an entity that has been equipped.
|
|
/// </summary>
|
|
public void EquippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
|
|
{
|
|
var equipMsg = new EquippedMessage(user, equipped, slot);
|
|
RaiseLocalEvent(equipMsg);
|
|
if (equipMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = equipped.GetAllComponents<IEquipped>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Equipped(new EquippedEventArgs(user, slot));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Unequipped on all components that implement the IUnequipped interface
|
|
/// on an entity that has been equipped.
|
|
/// </summary>
|
|
public void UnequippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
|
|
{
|
|
var unequipMsg = new UnequippedMessage(user, equipped, slot);
|
|
RaiseLocalEvent(unequipMsg);
|
|
if (unequipMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = equipped.GetAllComponents<IUnequipped>().ToList();
|
|
|
|
// Call Thrown on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Unequipped(new UnequippedEventArgs(user, slot));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activates the Dropped behavior of an object
|
|
/// Verifies that the user is capable of doing the drop interaction first
|
|
/// </summary>
|
|
public bool TryDroppedInteraction(IEntity user, IEntity item)
|
|
{
|
|
if (user == null || item == null || !ActionBlockerSystem.CanDrop(user)) return false;
|
|
|
|
DroppedInteraction(user, item);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls Dropped on all components that implement the IDropped interface
|
|
/// on an entity that has been dropped.
|
|
/// </summary>
|
|
public void DroppedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var dropMsg = new DroppedMessage(user, item);
|
|
RaiseLocalEvent(dropMsg);
|
|
if (dropMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IDropped>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.Dropped(new DroppedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls HandSelected on all components that implement the IHandSelected interface
|
|
/// on an item entity on a hand that has just been selected.
|
|
/// </summary>
|
|
public void HandSelectedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var handSelectedMsg = new HandSelectedMessage(user, item);
|
|
RaiseLocalEvent(handSelectedMsg);
|
|
if (handSelectedMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IHandSelected>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.HandSelected(new HandSelectedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls HandDeselected on all components that implement the IHandDeselected interface
|
|
/// on an item entity on a hand that has just been deselected.
|
|
/// </summary>
|
|
public void HandDeselectedInteraction(IEntity user, IEntity item)
|
|
{
|
|
var handDeselectedMsg = new HandDeselectedMessage(user, item);
|
|
RaiseLocalEvent(handDeselectedMsg);
|
|
if (handDeselectedMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = item.GetAllComponents<IHandDeselected>().ToList();
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
comp.HandDeselected(new HandDeselectedEventArgs(user));
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
|
|
/// Or it will use the weapon itself on the position clicked, regardless of what was there
|
|
/// </summary>
|
|
public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
|
|
{
|
|
var rangedMsg = new RangedAttackMessage(user, weapon, attacked, clickLocation);
|
|
RaiseLocalEvent(rangedMsg);
|
|
if (rangedMsg.Handled)
|
|
return;
|
|
|
|
var rangedAttackBys = attacked.GetAllComponents<IRangedAttackBy>().ToList();
|
|
var rangedAttackByEventArgs = new RangedAttackByEventArgs
|
|
{
|
|
User = user, Weapon = weapon, ClickLocation = clickLocation
|
|
};
|
|
|
|
// See if we have a ranged attack interaction
|
|
foreach (var t in rangedAttackBys)
|
|
{
|
|
if (t.RangedAttackBy(rangedAttackByEventArgs))
|
|
{
|
|
// If an AttackBy returns a status completion we finish our attack
|
|
return;
|
|
}
|
|
}
|
|
|
|
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
|
RaiseLocalEvent(afterAtkMsg);
|
|
if (afterAtkMsg.Handled)
|
|
return;
|
|
|
|
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
|
var afterAttackEventArgs = new AfterAttackEventArgs
|
|
{
|
|
User = user, ClickLocation = clickLocation, Attacked = attacked
|
|
};
|
|
|
|
//See if we have a ranged attack interaction
|
|
foreach (var afterAttack in afterAttacks)
|
|
{
|
|
afterAttack.AfterAttack(afterAttackEventArgs);
|
|
}
|
|
}
|
|
|
|
private void DoAttack(IEntity player, GridCoordinates coordinates)
|
|
{
|
|
// Verify player is on the same map as the entity he clicked on
|
|
if (_mapManager.GetGrid(coordinates.GridID).ParentMapId != player.Transform.MapID)
|
|
{
|
|
Logger.WarningS("system.interaction",
|
|
$"Player named {player.Name} clicked on a map he isn't located on");
|
|
return;
|
|
}
|
|
|
|
// Verify player has a hand, and find what object he is currently holding in his active hand
|
|
if (!player.TryGetComponent<IHandsComponent>(out var hands))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var item = hands.GetActiveHand?.Owner;
|
|
|
|
// TODO: If item is null we need some kinda unarmed combat.
|
|
if (!ActionBlockerSystem.CanAttack(player) || item == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var eventArgs = new AttackEventArgs(player, coordinates);
|
|
foreach (var attackComponent in item.GetAllComponents<IAttack>())
|
|
{
|
|
attackComponent.Attack(eventArgs);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when being clicked on or "attacked" by a user with an object in their hand
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class AttackByMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that triggered the attack.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that the User attacked with.
|
|
/// </summary>
|
|
public IEntity ItemInHand { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that was attacked.
|
|
/// </summary>
|
|
public IEntity Attacked { get; }
|
|
|
|
/// <summary>
|
|
/// The original location that was clicked by the user.
|
|
/// </summary>
|
|
public GridCoordinates ClickLocation { get; }
|
|
|
|
public AttackByMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
|
|
{
|
|
User = user;
|
|
ItemInHand = itemInHand;
|
|
Attacked = attacked;
|
|
ClickLocation = clickLocation;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when being clicked on or "attacked" by a user with an empty hand.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class AttackHandMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that triggered the attack.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that was attacked.
|
|
/// </summary>
|
|
public IEntity Attacked { get; }
|
|
|
|
public AttackHandMessage(IEntity user, IEntity attacked)
|
|
{
|
|
User = user;
|
|
Attacked = attacked;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when being clicked by objects outside the range of direct use.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class RangedAttackMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that triggered the attack.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that the User attacked with.
|
|
/// </summary>
|
|
public IEntity ItemInHand { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that was attacked.
|
|
/// </summary>
|
|
public IEntity Attacked { get; }
|
|
|
|
/// <summary>
|
|
/// Location that the user clicked outside of their interaction range.
|
|
/// </summary>
|
|
public GridCoordinates ClickLocation { get; }
|
|
|
|
public RangedAttackMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
|
|
{
|
|
User = user;
|
|
ItemInHand = itemInHand;
|
|
ClickLocation = clickLocation;
|
|
Attacked = attacked;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when clicking on another object and no attack event was handled.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class AfterAttackMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that triggered the attack.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that the User attacked with.
|
|
/// </summary>
|
|
public IEntity ItemInHand { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that was attacked. This can be null if the attack did not click on an entity.
|
|
/// </summary>
|
|
public IEntity Attacked { get; }
|
|
|
|
/// <summary>
|
|
/// Location that the user clicked outside of their interaction range.
|
|
/// </summary>
|
|
public GridCoordinates ClickLocation { get; }
|
|
|
|
public AfterAttackMessage(IEntity user, IEntity itemInHand, IEntity attacked, GridCoordinates clickLocation)
|
|
{
|
|
User = user;
|
|
Attacked = attacked;
|
|
ClickLocation = clickLocation;
|
|
ItemInHand = itemInHand;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when using the entity in your hands.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class UseInHandMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity holding the item in their hand.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Item that was used.
|
|
/// </summary>
|
|
public IEntity Used { get; }
|
|
|
|
public UseInHandMessage(IEntity user, IEntity used)
|
|
{
|
|
User = user;
|
|
Used = used;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when throwing the entity in your hands.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class ThrownMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that threw the item.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Item that was thrown.
|
|
/// </summary>
|
|
public IEntity Thrown { get; }
|
|
|
|
public ThrownMessage(IEntity user, IEntity thrown)
|
|
{
|
|
User = user;
|
|
Thrown = thrown;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity that was thrown lands.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class LandMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that threw the item.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Item that was thrown.
|
|
/// </summary>
|
|
public IEntity Thrown { get; }
|
|
|
|
/// <summary>
|
|
/// Location where the item landed.
|
|
/// </summary>
|
|
public GridCoordinates LandLocation { get; }
|
|
|
|
public LandMessage(IEntity user, IEntity thrown, GridCoordinates landLocation)
|
|
{
|
|
User = user;
|
|
Thrown = thrown;
|
|
LandLocation = landLocation;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when equipping the entity in an inventory slot.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class EquippedMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
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/// <summary>
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/// Entity that equipped the item.
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/// </summary>
|
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public IEntity User { get; }
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/// <summary>
|
|
/// Item that was equipped.
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/// </summary>
|
|
public IEntity Equipped { get; }
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|
|
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/// <summary>
|
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/// Slot where the item was placed.
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|
/// </summary>
|
|
public EquipmentSlotDefines.Slots Slot { get; }
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public EquippedMessage(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
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|
{
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User = user;
|
|
Equipped = equipped;
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Slot = slot;
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}
|
|
}
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/// <summary>
|
|
/// Raised when removing the entity from an inventory slot.
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|
/// </summary>
|
|
[PublicAPI]
|
|
public class UnequippedMessage : EntitySystemMessage
|
|
{
|
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/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that equipped the item.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Item that was equipped.
|
|
/// </summary>
|
|
public IEntity Equipped { get; }
|
|
|
|
/// <summary>
|
|
/// Slot where the item was removed from.
|
|
/// </summary>
|
|
public EquipmentSlotDefines.Slots Slot { get; }
|
|
|
|
public UnequippedMessage(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
|
|
{
|
|
User = user;
|
|
Equipped = equipped;
|
|
Slot = slot;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity that was thrown lands.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class DroppedMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that dropped the item.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Item that was dropped.
|
|
/// </summary>
|
|
public IEntity Dropped { get; }
|
|
|
|
public DroppedMessage(IEntity user, IEntity dropped)
|
|
{
|
|
User = user;
|
|
Dropped = dropped;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity item in a hand is selected.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class HandSelectedMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that owns the selected hand.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// The item in question.
|
|
/// </summary>
|
|
public IEntity Item { get; }
|
|
|
|
public HandSelectedMessage(IEntity user, IEntity item)
|
|
{
|
|
User = user;
|
|
Item = item;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity item in a hand is deselected.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class HandDeselectedMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that owns the deselected hand.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// The item in question.
|
|
/// </summary>
|
|
public IEntity Item { get; }
|
|
|
|
public HandDeselectedMessage(IEntity user, IEntity item)
|
|
{
|
|
User = user;
|
|
Item = item;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity is activated in the world.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public class ActivateInWorldMessage : EntitySystemMessage
|
|
{
|
|
/// <summary>
|
|
/// If this message has already been "handled" by a previous system.
|
|
/// </summary>
|
|
public bool Handled { get; set; }
|
|
|
|
/// <summary>
|
|
/// Entity that activated the world entity.
|
|
/// </summary>
|
|
public IEntity User { get; }
|
|
|
|
/// <summary>
|
|
/// Entity that was activated in the world.
|
|
/// </summary>
|
|
public IEntity Activated { get; }
|
|
|
|
public ActivateInWorldMessage(IEntity user, IEntity activated)
|
|
{
|
|
User = user;
|
|
Activated = activated;
|
|
}
|
|
}
|
|
}
|