Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
2019-04-05 19:29:16 +02:00

385 lines
15 KiB
C#

using System;
using Content.Server.Interfaces.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.GameObjects.Systems;
using SS14.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Input;
using SS14.Shared.Input;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Server.Interfaces.Player;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with an object in their hand
/// </summary>
public interface IAttackBy
{
/// <summary>
/// Called when using one object on another
/// </summary>
/// <param name="user"></param>
/// <param name="attackwith"></param>
/// <returns></returns>
bool AttackBy(AttackByEventArgs eventArgs);
}
public class AttackByEventArgs : EventArgs
{
public IEntity User { get; set; }
public IEntity AttackWith { get; set; }
}
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with an empty hand
/// </summary>
public interface IAttackHand
{
/// <summary>
/// Called when a player directly interacts with an empty hand
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
bool AttackHand(AttackHandEventArgs eventArgs);
}
public class AttackHandEventArgs : EventArgs
{
public IEntity User { get; set; }
}
/// <summary>
/// This interface gives components behavior when being clicked by objects outside the range of direct use
/// </summary>
public interface IRangedAttackby
{
/// <summary>
/// Called when we try to interact with an entity out of range
/// </summary>
/// <param name="user"></param>
/// <param name="attackwith"></param>
/// <param name="clicklocation"></param>
/// <returns></returns>
bool RangedAttackby(IEntity user, IEntity attackwith, GridCoordinates clicklocation);
}
/// <summary>
/// This interface gives components a behavior when clicking on another object and no interaction occurs
/// Doesn't pass what you clicked on as an argument, but if it becomes necessary we can add it later
/// </summary>
public interface IAfterAttack
{
/// <summary>
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
/// </summary>
/// <param name="user"></param>
/// <param name="clicklocation"></param>
/// <param name="attacked">The entity that was clicked on out of range. May be null if no entity was clicked on.true</param>
void Afterattack(IEntity user, GridCoordinates clicklocation, IEntity attacked);
}
/// <summary>
/// This interface gives components behavior when using the entity in your hands
/// </summary>
public interface IUse
{
/// <summary>
/// Called when we activate an object we are holding to use it
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
bool UseEntity(IEntity user);
}
/// <summary>
/// This interface gives components behavior when being activated in the world.
/// </summary>
public interface IActivate
{
/// <summary>
/// Called when this component is activated by another entity.
/// </summary>
/// <param name="user">Entity that activated this component.</param>
void Activate(IEntity user);
}
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
public class InteractionSystem : EntitySystem
{
public const float INTERACTION_RANGE = 2;
public const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
public override void Initialize()
{
var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand, new PointerInputCmdHandler(HandleUseItemInHand));
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld, new PointerInputCmdHandler((HandleUseItemInWorld)));
}
private void HandleUseItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
if(!EntityManager.TryGetEntity(uid, out var used))
return;
if(!used.TryGetComponent(out IActivate activateComp))
return;
var playerEnt = ((IPlayerSession) session).AttachedEntity;
if(playerEnt == null || !playerEnt.IsValid())
return;
if (!playerEnt.Transform.GridPosition.InRange(used.Transform.GridPosition, INTERACTION_RANGE))
return;
activateComp.Activate(playerEnt);
}
private void HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
// client sanitization
if(!coords.IsValidLocation())
{
Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
return;
}
if (uid.IsClientSide())
{
Logger.WarningS("system.interaction", $"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
return;
}
UserInteraction(((IPlayerSession)session).AttachedEntity, coords, uid);
}
private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
{
//Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
attacked = null;
//Verify player has a transform component
if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
{
return;
}
//Verify player is on the same map as the entity he clicked on
else if (coordinates.MapID != playerTransform.MapID)
{
Logger.Warning(string.Format("Player named {0} clicked on a map he isn't located on", player.Name));
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;
if (!ActionBlockerSystem.CanInteract(player))
return;
//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
//Clicked on empty space behavior, try using ranged attack
if (attacked == null && item != null)
{
//AFTERATTACK: Check if we clicked on an empty location, if so the only interaction we can do is afterattack
InteractAfterattack(player, item, coordinates);
return;
}
else if (attacked == null)
{
return;
}
//Verify attacked object is on the map if we managed to click on it somehow
if (!attacked.GetComponent<ITransformComponent>().IsMapTransform)
{
Logger.Warning(string.Format("Player named {0} clicked on object {1} that isn't currently on the map somehow", player.Name, attacked.Name));
return;
}
//Check if ClickLocation is in object bounds here, if not lets log as warning and see why
if (attacked.TryGetComponent(out BoundingBoxComponent boundingbox))
{
if (!boundingbox.WorldAABB.Contains(coordinates.Position))
{
Logger.Warning(string.Format("Player {0} clicked {1} outside of its bounding box component somehow", player.Name, attacked.Name));
return;
}
}
//RANGEDATTACK/AFTERATTACK: Check distance between user and clicked item, if too large parse it in the ranged function
//TODO: have range based upon the item being used? or base it upon some variables of the player himself?
var distance = (playerTransform.WorldPosition - attacked.GetComponent<ITransformComponent>().WorldPosition).LengthSquared;
if (distance > INTERACTION_RANGE_SQUARED)
{
if (item != null)
{
RangedInteraction(player, item, attacked, coordinates);
return;
}
return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
}
//We are close to the nearby object and the object isn't contained in our active hand
//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
if (item != null)
{
Interaction(player, item, attacked, coordinates);
}
//ATTACKHAND: Since our hand is empty we will use attackhand
else
{
Interaction(player, attacked);
}
}
/// <summary>
/// We didn't click on any entity, try doing an afterattack on the click location
/// </summary>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="clicklocation"></param>
public static void InteractAfterattack(IEntity user, IEntity weapon, GridCoordinates clicklocation)
{
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
{
afterattacks[i].Afterattack(user, clicklocation, null);
}
}
/// <summary>
/// Uses a weapon/object on an entity
/// Finds interactable components with the Attackby interface and calls their function
/// </summary>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
{
List<IAttackBy> interactables = attacked.GetAllComponents<IAttackBy>().ToList();
for (var i = 0; i < interactables.Count; i++)
{
if (interactables[i].AttackBy(new AttackByEventArgs { User = user, AttackWith = weapon })) //If an attackby returns a status completion we finish our attack
{
return;
}
}
//Else check damage component to see if we damage if not attackby, and if so can we attack object
//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
{
afterattacks[i].Afterattack(user, clicklocation, attacked);
}
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds interactable components with the Attackhand interface and calls their function
/// </summary>
/// <param name="user"></param>
/// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity attacked)
{
List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
for (var i = 0; i < interactables.Count; i++)
{
if (interactables[i].AttackHand(new AttackHandEventArgs { User = user})) //If an attackby returns a status completion we finish our attack
{
return;
}
}
//Else check damage component to see if we damage if not attackby, and if so can we attack object
}
/// <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 static 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>
/// <param name="user"></param>
/// <param name="attacked"></param>
public static void UseInteraction(IEntity user, IEntity used)
{
List<IUse> usables = used.GetAllComponents<IUse>().ToList();
//Try to use item on any components which have the interface
for (var i = 0; i < usables.Count; i++)
{
if (usables[i].UseEntity(user)) //If an attackby returns a status completion we finish our attack
{
return;
}
}
}
/// <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>
/// <param name="user"></param>
/// <param name="weapon"></param>
/// <param name="attacked"></param>
public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
{
List<IRangedAttackby> rangedusables = attacked.GetAllComponents<IRangedAttackby>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++)
{
if (rangedusables[i].RangedAttackby(user, weapon, clicklocation)) //If an attackby returns a status completion we finish our attack
{
return;
}
}
if (weapon != null)
{
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < afterattacks.Count; i++)
{
afterattacks[i].Afterattack(user, clicklocation, attacked);
}
}
}
}
}