132 lines
4.0 KiB
C#
132 lines
4.0 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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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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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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}
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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.ActivateActions == null)
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return;
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var options = new List<InstantAction>();
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foreach (var action in component.ActivateActions)
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{
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if (ValidAction(action))
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options.Add(action);
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}
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if (options.Count == 0)
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return;
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var 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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act.Provider = uid;
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_actions.PerformAction(args.User, null, 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)
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return;
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// First, try entity target actions
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if (args.Target != null && component.EntityActions != null)
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{
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var entOptions = new List<EntityTargetAction>();
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foreach (var action in component.EntityActions)
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{
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if (!ValidAction(action, args.CanReach))
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continue;
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if (!_actions.ValidateEntityTarget(args.User, args.Target.Value, action))
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continue;
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entOptions.Add(action);
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}
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if (entOptions.Count > 0)
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{
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var 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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entAct.Provider = uid;
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_actions.PerformAction(args.User, null, 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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if (component.WorldActions == null)
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return;
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var options = new List<WorldTargetAction>();
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foreach (var action in component.WorldActions)
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{
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if (!ValidAction(action, args.CanReach))
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continue;
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if (!_actions.ValidateWorldTarget(args.User, args.ClickLocation, action))
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continue;
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options.Add(action);
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}
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if (options.Count == 0)
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return;
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var 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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act.Provider = uid;
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_actions.PerformAction(args.User, null, act, act.Event, _timing.CurTime, false);
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args.Handled = true;
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}
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private bool ValidAction(ActionType act, bool canReach = true)
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{
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if (!act.Enabled)
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return false;
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if (act.Charges.HasValue && act.Charges <= 0)
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return false;
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var curTime = _timing.CurTime;
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if (act.Cooldown.HasValue && act.Cooldown.Value.End > curTime)
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return false;
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return canReach || act is TargetedAction { CheckCanAccess: false };
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}
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}
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