Interaction Entity System (#26)
* Interaction Entity System * ye * Update submodule * Requires engine update to function, but doesn't use shitcode * Fix conflicts * Fix conflicts but for real * Update submodule
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149
Content.Server/GameObjects/EntitySystems/InteractionSystem.cs
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149
Content.Server/GameObjects/EntitySystems/InteractionSystem.cs
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using Content.Server.Interfaces.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.IoC;
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using System.Collections.Generic;
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using System.Linq;
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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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bool Attackby(IEntity user, IEntity attackwith);
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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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bool Attackhand(IEntity user);
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}
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public interface IUse
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{
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bool UseEntity(IEntity user);
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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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public class InteractionSystem : EntitySystem
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{
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private const float INTERACTION_RANGE = 2;
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private const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeEvent<ClickedOnEntityEventArgs>(UserInteraction, this);
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}
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public void UserInteraction(object sender, EntityEventArgs arg)
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{
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ClickedOnEntityEventArgs e = (ClickedOnEntityEventArgs)arg;
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if (e.MouseButton != Clicktype.Left)
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return;
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IEntity user = EntityManager.GetEntity(e.Clicker);
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IEntity attacked = EntityManager.GetEntity(e.Clicked);
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if (!user.TryGetComponent<IServerTransformComponent>(out var userTransform))
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{
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return;
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}
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var distance = (userTransform.WorldPosition - attacked.GetComponent<IServerTransformComponent>().WorldPosition).LengthSquared;
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if (distance > INTERACTION_RANGE_SQUARED)
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{
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return;
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}
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if (!user.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.GetHand(hands.ActiveIndex)?.Owner;
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if (item != null && attacked != item)
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{
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Interaction(user, item, attacked);
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}
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else if(attacked == item)
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{
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UseInteraction(user, item);
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}
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else
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{
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Interaction(user, attacked);
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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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/// </summary>
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/// <param name="user"></param>
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/// <param name="weapon"></param>
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity weapon, IEntity attacked)
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{
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List<IAttackby> interactables = attacked.GetComponents<IAttackby>().ToList();
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for(var i = 0; i < interactables.Count; i++)
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{
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if (interactables[i].Attackby(user, weapon)) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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//Else check damage component to see if we damage if not attackby, and if so can we attack object
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}
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/// <summary>
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/// Uses an empty hand on an entity
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity attacked)
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{
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List<IAttackHand> interactables = attacked.GetComponents<IAttackHand>().ToList();
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for (var i = 0; i < interactables.Count; i++)
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{
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if (interactables[i].Attackhand(user)) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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//Else check damage component to see if we damage if not attackby, and if so can we attack object
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}
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/// <summary>
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/// Activates/Uses an object in control/possession of a user
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/// </summary>
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/// <param name="user"></param>
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/// <param name="attacked"></param>
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public static void UseInteraction(IEntity user, IEntity used)
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{
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List<IUse> usables = used.GetComponents<IUse>().ToList();
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for (var i = 0; i < usables.Count; i++)
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{
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if (usables[i].UseEntity(user)) //If an attackby returns a status completion we finish our attack
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{
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return;
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}
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}
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}
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}
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}
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